blender/release/scripts/startup/bl_operators/nla.py

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# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
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import bpy
from bpy.types import Operator
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def pose_frame_info(obj):
from mathutils import Matrix
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info = {}
pose = obj.pose
pose_items = pose.bones.items()
for name, pbone in pose_items:
binfo = {}
bone = pbone.bone
binfo["parent"] = getattr(bone.parent, "name", None)
binfo["bone"] = bone
binfo["pbone"] = pbone
binfo["matrix_local"] = bone.matrix_local.copy()
try:
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binfo["matrix_local_inv"] = binfo["matrix_local"].inverted()
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except:
binfo["matrix_local_inv"] = Matrix()
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binfo["matrix"] = bone.matrix.copy()
binfo["matrix_pose"] = pbone.matrix.copy()
try:
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binfo["matrix_pose_inv"] = binfo["matrix_pose"].inverted()
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except:
binfo["matrix_pose_inv"] = Matrix()
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info[name] = binfo
for name, pbone in pose_items:
binfo = info[name]
binfo_parent = binfo.get("parent", None)
if binfo_parent:
binfo_parent = info[binfo_parent]
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matrix = binfo["matrix_pose"]
rest_matrix = binfo["matrix_local"]
if binfo_parent:
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matrix = binfo_parent["matrix_pose_inv"] * matrix
rest_matrix = binfo_parent["matrix_local_inv"] * rest_matrix
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binfo["matrix_key"] = rest_matrix.inverted() * matrix
return info
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def obj_frame_info(obj):
info = {}
# parent = obj.parent
info["matrix_key"] = obj.matrix_local.copy()
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return info
def bake(frame_start,
frame_end, step=1,
only_selected=False,
do_pose=True,
do_object=True,
do_constraint_clear=False,
action=None,
):
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scene = bpy.context.scene
obj = bpy.context.object
pose = obj.pose
frame_back = scene.frame_current
if pose is None:
do_pose = False
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if do_pose is None and do_object is None:
return None
pose_info = []
obj_info = []
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frame_range = range(frame_start, frame_end + 1, step)
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# -------------------------------------------------------------------------
# Collect transformations
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# could speed this up by applying steps here too...
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for f in frame_range:
scene.frame_set(f)
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if do_pose:
pose_info.append(pose_frame_info(obj))
if do_object:
obj_info.append(obj_frame_info(obj))
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f += 1
# -------------------------------------------------------------------------
# Create action
# incase animation data hassnt been created
atd = obj.animation_data_create()
if action is None:
action = bpy.data.actions.new("Action")
atd.action = action
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if do_pose:
pose_items = pose.bones.items()
else:
pose_items = [] # skip
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# -------------------------------------------------------------------------
# Apply transformations to action
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# pose
for name, pbone in (pose_items if do_pose else ()):
if only_selected and not pbone.bone.select:
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continue
if do_constraint_clear:
while pbone.constraints:
pbone.constraints.remove(pbone.constraints[0])
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for f in frame_range:
matrix = pose_info[(f - frame_start) // step][name]["matrix_key"]
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# pbone.location = matrix.to_translation()
# pbone.rotation_quaternion = matrix.to_quaternion()
pbone.matrix_basis = matrix
pbone.keyframe_insert("location", -1, f, name)
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rotation_mode = pbone.rotation_mode
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if rotation_mode == 'QUATERNION':
pbone.keyframe_insert("rotation_quaternion", -1, f, name)
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elif rotation_mode == 'AXIS_ANGLE':
pbone.keyframe_insert("rotation_axis_angle", -1, f, name)
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else: # euler, XYZ, ZXY etc
pbone.keyframe_insert("rotation_euler", -1, f, name)
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pbone.keyframe_insert("scale", -1, f, name)
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# object. TODO. multiple objects
if do_object:
if do_constraint_clear:
while obj.constraints:
obj.constraints.remove(obj.constraints[0])
for f in frame_range:
matrix = obj_info[(f - frame_start) // step]["matrix_key"]
obj.matrix_local = matrix
obj.keyframe_insert("location", -1, f)
rotation_mode = obj.rotation_mode
if rotation_mode == 'QUATERNION':
obj.keyframe_insert("rotation_quaternion", -1, f)
elif rotation_mode == 'AXIS_ANGLE':
obj.keyframe_insert("rotation_axis_angle", -1, f)
else: # euler, XYZ, ZXY etc
obj.keyframe_insert("rotation_euler", -1, f)
obj.keyframe_insert("scale", -1, f)
scene.frame_set(frame_back)
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return action
from bpy.props import IntProperty, BoolProperty, EnumProperty
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class BakeAction(Operator):
'''Bake animation to an Action'''
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bl_idname = "nla.bake"
bl_label = "Bake Action"
bl_options = {'REGISTER', 'UNDO'}
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frame_start = IntProperty(name="Start Frame",
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description="Start frame for baking",
default=1, min=1, max=300000)
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frame_end = IntProperty(name="End Frame",
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description="End frame for baking",
default=250, min=1, max=300000)
step = IntProperty(name="Frame Step",
description="Frame Step",
default=1, min=1, max=120)
only_selected = BoolProperty(name="Only Selected",
default=True)
clear_consraints = BoolProperty(name="Clear Constraints",
default=False)
bake_types = EnumProperty(
name="Bake Data",
options={'ENUM_FLAG'},
items=(('POSE', "Pose", ""),
('OBJECT', "Object", ""),
),
default={'POSE'},
)
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def execute(self, context):
action = bake(self.frame_start,
self.frame_end,
self.step,
self.only_selected,
'POSE' in self.bake_types,
'OBJECT' in self.bake_types,
self.clear_consraints,
)
if action is None:
self.report({'INFO'}, "Nothing to bake")
return {'CANCELLED'}
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# basic cleanup, could move elsewhere
for fcu in action.fcurves:
keyframe_points = fcu.keyframe_points
i = 1
while i < len(fcu.keyframe_points) - 1:
val_prev = keyframe_points[i - 1].co[1]
val_next = keyframe_points[i + 1].co[1]
val = keyframe_points[i].co[1]
if abs(val - val_prev) + abs(val - val_next) < 0.0001:
keyframe_points.remove(keyframe_points[i])
else:
i += 1
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
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return wm.invoke_props_dialog(self)