blender/release/scripts/bvh_export.py
Willian Padovani Germano 4b01aa7aa5 Scripts:
The orange -> HEAD merge reverted some scripts to older versions. This only
affected the ones that already existed before the orange branch.
Minor issue, easy to fix.

All in all, kudos to kaito, Hos and others for all the hard work in
bringing (coding, merging) all these changes to the main branch.
2006-01-29 19:17:53 +00:00

386 lines
12 KiB
Python

#!BPY
"""
Name: 'Motion Capture (.bvh)...'
Blender: 232
Group: 'Export'
Tip: 'Export a (.bvh) motion capture file'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "elysiun")
__version__ = "1.1 12/16/05"
__bpydoc__ = """\
This script exports animation data to BVH motion capture file format.
Supported:<br>
Missing:<br>
Known issues:<br>
Notes:<br>
"""
# $Id$
#
#===============================================#
# BVH Export script 1.0 by Campbell Barton #
# Copyright MetaVR 30/03/2004, #
# if you have any questions about this script #
# email me cbarton@metavr.com #
#===============================================#
# --------------------------------------------------------------------------
# BVH Export v1.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
from Blender import Scene, Object
import math
time = Blender.sys.time
from math import *
# Get the current scene.
scn = Scene.GetCurrent()
context = scn.getRenderingContext()
frameRate = 1.0/context.framesPerSec() # 0.04 = 25fps
scale = 1.0
indent = '\t' # 2 space indent per object
prefixDelimiter = '_'
# Vars used in eular rotation funtcion
RAD_TO_DEG = 180.0/3.14159265359
DEG_TO_RAD = math.pi/180.0
#====================================================#
# Search for children of this object and return them #
#====================================================#
def getChildren(parent):
children = [] # We'll assume none.
for child in Object.Get():
if child.parent == parent:
children.append( child )
return children
#====================================================#
# MESSY BUT WORKS: Make a string that shows the #
# hierarchy as a list and then eval it #
#====================================================#
def getHierarchy(root, hierarchy):
hierarchy = '%s["%s",' % (hierarchy, root.name)
for child in getChildren(root):
hierarchy = getHierarchy(child, hierarchy)
hierarchy = '%s],' % hierarchy
return hierarchy
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
# WARNING!!! Special case for a custom RIG for output
# for MetaVR's HPX compatable RIG.
# print 'stripname', name[0:10]
if name.lower().startswith('transform('):
name = name[10:].split(prefixDelimiter)[0]
return name.split('_')[0]
#====================================================#
# Recieves an object name, gets all the data for that#
# node from blender and returns it for formatting #
# and writing to a file. #
#====================================================#
def getNodeData(nodeOb):
ob = nodeOb
obipo = ob.getIpo()
# Get real location
offset = [o*scale for o in ob.getLocation()]
#=========================#
# Test for X/Y/Z IPO's #
#=========================#
# IF we dont have an IPO then dont check the curves.
# This was added to catch end nodes that never have an IPO, only an offset.
# DUMMY channels xloc, yloc, zloc, xrot, yrot, zrot
# [<bool>, <bool>, <bool>, <bool>, <bool>, <bool>]
channels = [0,0,0,0,0,0] # xloc,yloc,zloc,xrot,yrot,zrot
if obipo != None: # Do have an IPO, checkout which curves are in use.
# Assume the rot's/loc's dont exist until they proven they do.
if obipo.getCurve('LocX') != None:
channels[0] = 1
if obipo.getCurve('LocY') != None:
channels[1] = 1
if obipo.getCurve('LocZ') != None:
channels[2] = 1
# Now for the rotations, Because of the conversion of rotation coords
# if there is one rotation er need to store all 3
if obipo.getCurve('RotX') != None or \
obipo.getCurve('RotY') != None or \
obipo.getCurve('RotZ') != None:
channels[3] = channels[4] = channels[5] = 1
#print ob, channels
return offset, channels
#====================================================#
# Writes the BVH hierarchy to a file #
# hierarchy: is a list of the empty hierarcht #
# level: how many levels we are down the tree, #
# ...used for indenting #
# Also gathers channelList , so we know the order to #
# write the motiondata in #
#====================================================#
def hierarchy2bvh(file, hierarchy, level, channelList, nodeObjectList):
nodeName = hierarchy[0]
ob = Object.Get(nodeName)
'''
obipo = ob.getIpo()
if obipo != None:
obcurves = obipo.getCurves()
else:
obcurves = None
'''
#============#
# JOINT NAME #
#============#
file.write(level * indent)
if level == 0:
# Add object to nodeObjectList
#nodeObjectList.append( (ob, obipo, obcurves) )
nodeObjectList.append( ob )
file.write( 'ROOT %s\n' % stripName(nodeName) )
# If this is the last object in the list then we
# dont bother withwriting its real name, use "End Site" instead
elif len(hierarchy) == 1:
file.write( 'End Site\n' )
# Ok This is a normal joint
else:
# Add object to nodeObjectList
#nodeObjectList.append((ob, obipo, obcurves))
nodeObjectList.append( ob )
file.write( 'JOINT %s\n' % stripName(nodeName) )
#================#
# END JOINT NAME #
#================#
# Indent again, this line is just for the brackets
file.write( '%s{\n' % (level * indent) )
# Indent
level += 1
#================================================#
# Data for writing to a file offset and channels #
#================================================#
offset, channels = getNodeData(ob)
#============#
# Offset #
#============#
file.write( '%sOFFSET %.6f %.6f %.6f\n' %\
(level*indent, scale*offset[0], scale*offset[1], scale*offset[2]) )
#============#
# Channels #
#============#
if len(hierarchy) != 1:
# Channels, remember who is where so when we write motiondata
file.write('%sCHANNELS %i ' % (level*indent, len([c for c in channels if c ==1]) ))
if channels[0]:
file.write('Xposition ')
channelList.append([len(nodeObjectList)-1, 0])
if channels[1]:
file.write('Yposition ')
channelList.append([len(nodeObjectList)-1, 1])
if channels[2]:
file.write('Zposition ')
channelList.append([len(nodeObjectList)-1, 2])
if channels[5]:
file.write('Zrotation ')
channelList.append([len(nodeObjectList)-1, 5])
if channels[3]:
file.write('Xrotation ')
channelList.append([len(nodeObjectList)-1, 3])
if channels[4]:
file.write('Yrotation ')
channelList.append([len(nodeObjectList)-1, 4])
file.write('\n')
# Loop through children if any and run this function (recursively)
for hierarchyIdx in range(len(hierarchy)-1):
level = hierarchy2bvh(file, hierarchy[hierarchyIdx+1], level, channelList, nodeObjectList)
# Unindent
level -= 1
file.write('%s}\n' % (level * indent))
return level
# added by Ben Batt 30/3/2004 to make the exported rotations correct
def ZYXToZXY(x, y, z):
'''
Converts a set of Euler rotations (x, y, z) (which are intended to be
applied in z, y, x order, into a set which are intended to be applied in
z, x, y order (the order expected by .bvh files)
'''
A,B = cos(x),sin(x)
C,D = cos(y),sin(y)
E,F = cos(z),sin(z)
x = asin(-B*C)
y = atan2(D, A*C)
z = atan2(-B*D*E + A*F, B*D*F + A*E)
# this seems to be necessary - not sure why (right/left-handed coordinates?)
# x = -x # x is negative, see below.
return -x*RAD_TO_DEG, y*RAD_TO_DEG, z*RAD_TO_DEG
''' # UNUSED, JUST GET OBJECT LOC/ROT
def getIpoLocation(object, obipo, curves, frame):
x = y = z = rx = ry = rz =0
if obipo:
for i in range(obipo.getNcurves()):
if curves[i].getName() =='LocX':
x = obipo.EvaluateCurveOn(i,frame)
elif curves[i].getName() =='LocY':
y = obipo.EvaluateCurveOn(i,frame)
elif curves[i].getName() =='LocZ':
z = obipo.EvaluateCurveOn(i,frame)
elif curves[i].getName() =='RotX':
rx = obipo.EvaluateCurveOn(i,frame)
elif curves[i].getName() =='RotY':
ry = obipo.EvaluateCurveOn(i,frame)
elif curves[i].getName() =='RotZ':
rz = obipo.EvaluateCurveOn(i,frame)
return x, y, z, rx*10*DEG_TO_RAD, ry*10*DEG_TO_RAD, rz*10*DEG_TO_RAD
'''
#====================================================#
# Return the BVH motion for the spesified frame #
# hierarchy: is a list of the empty hierarcht #
# level: how many levels we are down the tree, #
# ...used for indenting #
#====================================================#
def motion2bvh(file, frame, chennelList, nodeObjectList):
for chIdx in chennelList:
#ob, obipo, obcurves = nodeObjectList[chIdx[0]]
ob = nodeObjectList[chIdx[0]]
chType = chIdx[1]
# Get object rotation
x, y, z = ob.getEuler()
# Convert the rotation from ZYX order to ZXY order
x, y, z = ZYXToZXY(x, y, z)
# Location
xloc, yloc, zloc = ob.matrixLocal[3][:3]
# Using regular Locations stuffs upIPO locations stuffs up
# Get IPO locations instead
#xloc, yloc, zloc, x, y, z = getIpoLocation(ob, obipo, obcurves, frame)
# Convert the rotation from ZYX order to ZXY order
#x, y, z = ZYXToZXY(x, y, z)
# WARNING non standard Location
# xloc, zloc, yloc = -xloc, yloc, zloc
if chType == 0:
file.write('%.6f ' % (scale * xloc))
if chType == 1:
file.write('%.6f ' % (scale * yloc))
if chType == 2:
file.write('%.6f ' % (scale * zloc))
if chType == 3:
file.write('%.6f ' % x)
if chType == 4:
file.write('%.6f ' % y)
if chType == 5:
file.write('%.6f ' % z)
file.write('\n')
def saveBVH(filename):
t = time()
if not filename.lower().endswith('.bvh'):
filename += '.bvh' # for safety
# Here we store a serialized list of blender objects as they appier
# in the hierarchy, this is refred to when writing motiondata
nodeObjectList = []
# In this list we store a 2 values for each node
# 1) An index pointing to a blender object
# in objectList
# 2) The type if channel x/y/z rot:x/y/z - Use 0-5 to indicate this
chennelList = []
print '\nBVH 1.1 by Campbell Barton (Ideasman) - cbarton@metavr.com'
# Get the active object and recursively traverse its kids to build
# the BVH hierarchy, then eval the string to make a hierarchy list.
hierarchy = eval(getHierarchy(scn.getActiveObject(),''))[0] # somhow this returns a tuple with one list in it.
# Put all data in the file we have selected file.
file = open(filename, "w")
file.write('HIERARCHY\n') # all bvh files have this on the first line
# Write the whole hirarchy to a list
level = 0 # Indenting level, start with no indent
level = hierarchy2bvh(file, hierarchy, level, chennelList, nodeObjectList)
#====================================================#
# MOTION: Loop through the frames ande write out #
# the motion data for each #
#====================================================#
# Do some basic motion file header stuff
file.write( 'MOTION\n' )
file.write( 'Frames: %i\n' % ( 1 + context.endFrame() - context.startFrame() ) )
file.write( 'Frame Time: %.6f\n' % frameRate )
frames = range(context.startFrame()+1, context.endFrame()+1)
print 'exporting %i of motion...' % len(frames)
for frame in frames:
context.currentFrame(frame)
scn.update(1) # Update locations so we can write the new locations. This is the SLOW part.
# Blender.Window.RedrawAll() # Debugging.
motion2bvh(file, frame, chennelList, nodeObjectList) # Write the motion to a file.
file.write('\n') # newline
file.close()
print '...Done in %.4f seconds.' % (time()-t)
Blender.Window.FileSelector(saveBVH, 'Export BVH')