blender/release/scripts/animation_empties2armature.py

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#!BPY
"""
Name: 'Empties to Armature'
Blender: 241
Group: 'Animation'
Tooltip: 'Create Armature from a parented-empties chain'
"""
__author__ = " Jean-Baptiste PERIN (jb_perin(at)yahoo.fr) with valuable help from Vincent BILLET "
__url__ = ("blender", "elysiun",
"BVH 2 ARMATURE, http://perso.wanadoo.fr/jb.perin/",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "2.42"
__bpydoc__ = """
Script for generating armature on BVH empties.
This script generates an armature upon an empty-made parented chain,
and make the armature follow the empties
Usage:<br>
- Import a bvh in Blender (File->Import->BVH);<br>
- Rotate some empties to match your model and insert Rot key for them. <br>
- Select the root empty of the hierarchical chain.<br>
- Launch this script ;<br>
- Set up variables:<br>
"hipbonename": the name of the main bone (automatically set to the selected empty).<br>
"startframe": the first frame of your anim;<br>
"endframe": the last frame of your anim;<br>
"decimation": the frequency (in number of frame) to which the armature's pos is updated;<br>
- Press "Create Armature".
Notes: <br>
- The start frame configuration is used as the rest pose for the armature.<br>
- If the armature already exists when script is launched, the current armature is re-used.
"""
# --------------------------------------------------------------------------
# ***** 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 Mathutils
import math
dicEmptiesRestMatrix= {}
dicEmptiesInvRestMatrix= {}
dicBoneRestMatrix= {}
dicBone={}
dicEmptyChild={}
dicBoneRestInvEmpRest={}
dicEmpRestInvBoneRest={}
restFrame = 1
bonerest={}
emprest={}
emp2bone={}
########################################################################
#
# UTILITY FUNCTIONS FOR HANDLING BONES AND EMPTIES
#
########################################################################
def names(ob): return ob.getName()
#########
# Cette fonction renvoie la liste des empties attaches a root
# in :
# out : emp_list (List of Object) la liste des objets de type "Empty"
#########
def getTree(emp_list, root):
empties=getAllEmpties()
chlds = getChildren(root, empties)
dicEmptyChild[root.getName()]=chlds
for ch in chlds:
emp_list.append(ch)
getTree(emp_list,ch)
#########
# Cette fonction renvoie la liste des empties attaches a root
# in :
# out : emp_list (List of Object) la liste des objets de type "Empty"
#########
def getEmpties():
global hipbonename
emp_list = []
root = Blender.Object.Get(hipbonename)
emp_list.append(root)
getTree(emp_list, root)
return emp_list
#########
# Cette fonction renvoie la liste des empties
# in :
# out : emp_list (List of Object) la liste des objets de type "Empty"
#########
def getAllEmpties():
emp_list = []
objs = Blender.Object.Get()
for o in objs:
if o.getType()=="Empty":
emp_list.append(o)
return emp_list
#########
# Cette fonction renvoie la liste des empties
# in :
# out : emp_list (List of Object) la liste des objets de type "Empty"
#########
def getEmpty(name):
p = None
objs = Blender.Object.Get()
for o in objs:
if o.getType()=="Empty" and o.getName()==name:
p = o
return p
##def getChild(emp, emp_list):
## return dicEmptyChild[emp.getName()]
#########
# Cette fonction fournit la liste des enfants d'un empty
# in : emp (Object) un empty
# emp_list (List of Object) la liste des empties
# out : children (List of Object) la liste des empties enfants de 'empty'
#########
def getChildren(emp, emp_list):
children = []
root_emp = getRootEmpties(emp_list)
for em in emp_list:
if (em.getName() != emp.getName()) and (em not in root_emp):
if (em.getParent().getName() == emp.getName()):
children.append(em)
return children
#########
# Cette fonction renvoie la liste des empties n'ayant pas de parent
# in : emp_list (List) une liste d'empties
# out : root (List) le (ou les) empty n'ayant pas de parent
#########
def getRootEmpties(emp_list):
root = []
for em in emp_list:
if em.getParent() == None:
root.append(em)
return root
#########
# Cette fonction renvoie le bone de nom 'name' dans l'armature 'armature'
# in : armature (Armature) l'armature dans laquelle cherchait le bone
# name (String) le nom de l'os a chercher
# out : p (Bone)
#########
#def getBone(armature, name):
# return (dicBone[name])
#p = None
#bones = armature.getBones()
#for i in bones:
# if i.getName() == name:
# p = i
# break
#return p
def eraseIPO (objectname):
object = Blender.Object.Get(objectname)
lIpo = object.getIpo()
if lIpo != None:
nbCurves = lIpo.getNcurves()
for i in range(nbCurves):
nbBezPoints = lIpo.getNBezPoints(i)
for j in range(nbBezPoints):
lIpo.delBezPoint(i)
def GetOrCreateIPO(name):
ipos = Blender.Ipo.Get()
if name in map(names,ipos):
myipo = Blender.Ipo.Get(name)
print name+' exists'
else:
myipo = Blender.Ipo.New('Object',name)
print name+' was created'
return myipo
def GetOrCreateCurve(ipo, curvename):
curves = ipo.getCurves()
if curvename in map(names,curves):
mycurve = ipo.getCurve(curvename)
print curvename+' exists'
else:
mycurve = ipo.addCurve(curvename)
print curvename+' was created'
return mycurve
########################################################################
#
# FUNCTIONS FOR COMPUTING POSITION AND ROTATION OF BONES
#
########################################################################
#########
# Cette fonction
# in :
# out :
#########
def computeScaledPos(vec):
global scalef
vec2 = Mathutils.Vector([vec[0]*scalef, vec[1]*scalef, vec[2]*scalef])
return vec2
########################################################################
#
# FUNCTIONS FOR CREATING AND MOVING ARMATURES
#
########################################################################
#########
# Cette fonction
# in :
# out :
#########
def createBone (armature, empty, bone, empties):
global bonerest, emprest
children = getChildren(empty, empties)
if len(children) != 0:
for ch in children:
if len(children) >= 2:
bonename = empty.getName()[1:len(empty.getName())]+'_'+ch.getName()[1:len(ch.getName())]
else :
bonename = empty.getName()[1:len(empty.getName())]
print "creating Bone %s"%(bonename)
b=Blender.Armature.Editbone()
b.head = (computeScaledPos(empty.getMatrix('worldspace').translationPart()))
b.tail = (computeScaledPos(ch.getMatrix('worldspace').translationPart()))
b.parent = bone
# armature.makeEditable() should already be editable????
armature.bones[bonename] = b
#print b.matrix
bonerest[bonename]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
emprest[empty.getName()]=Blender.Mathutils.Matrix(empty.getMatrix('localspace')).resize4x4()
#M = Blender.Mathutils.Matrix(emprest[empty.getName()])
#emp2bone[bonename] = Blender.Mathutils.Matrix(M.invert().rotationPart()*bonerest[bonename].rotationPart()).resize4x4()
#print emp2bone[bonename].rotationPart().toEuler()
dicBone[b.name]=b
createBone(armature, ch, b, empties)
#########
# Cette fonction
# in :
# out :
#########
def f_createBone (armData, empty, bone, empties):
bones = armData.bones.values()
def getBone(bonename):
bone = None
for b in bones:
#print b.getName()
if b.name == bonename:
bone = b
return bone
children = getChildren(empty, empties)
for ch in children:
if len(children) >= 2:
bonename = empty.getName()[1:len(empty.getName())]+'_'+ch.getName()[1:len(ch.getName())]
else :
bonename = empty.getName()[1:len(empty.getName())]
#b=Blender.Armature.Bone.New(bonename)
b=getBone(bonename)
b.head = (computeScaledPos(empty.getMatrix('worldspace').translationPart()))
b.tail = (computeScaledPos(ch.getMatrix('worldspace').translationPart()))
b.parent = bone
bonerest[bonename]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
emprest[empty.getName()]=Blender.Mathutils.Matrix(empty.getMatrix('localspace')).resize4x4()
dicBone[b.name]=b
#print "Ajout de ", b.getName()," au dictionnaire"
f_createBone(armData, ch, b, empties)
#########
# Cette fonction fabrique une arma
# in :
# out :
#########
def createArmature (armObj, rootEmpty, empties):
global bonerest, emprest
armData=Blender.Armature.Armature('monArmature')
children = getChildren(rootEmpty, empties)
armObj.link(armData)
armData.makeEditable()
for ch in children:
b=Blender.Armature.Editbone()
bonename = rootEmpty.getName()[1:len(rootEmpty.getName())] + ch.getName()[1:len(ch.getName())]
print "creating Bone %s"%(bonename)
#print b, dir([b])
b.head=(computeScaledPos(rootEmpty.getMatrix('worldspace').translationPart()))
b.tail=(computeScaledPos(ch.getMatrix('worldspace').translationPart()))
bonerest[bonename]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
emprest[rootEmpty.getName()]=Blender.Mathutils.Matrix(rootEmpty.getMatrix('localspace')).resize4x4()
armData.bones[bonename] = b
dicBone[b.name]=b
createBone(armData, ch, b, empties)
armData.update()
return armData
#########
# Cette fonction fabrique une arma
# in :
# out :
#########
def f_createArmature (rootEmpty, empties, armData):
armData.makeEditable()
bones = armData.bones.values()
def getBone(bonename):
bone = None
for b in bones:
#print b.getName()
if b.name == bonename:
bone = b
return bone
children = getChildren(rootEmpty, empties)
for ch in children:
b=getBone(rootEmpty.getName()[1:len(rootEmpty.getName())] + ch.getName()[1:len(ch.getName())])
dicBone[b.name]=b
#print "Ajout de ", b.getName()," au dictionnaire"
bonerest[b.name]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
emprest[rootEmpty.getName()]=Blender.Mathutils.Matrix(rootEmpty.getMatrix('localspace')).resize4x4()
f_createBone(armData, ch, b, empties)
armData.update()
#########
# Cette fonction
# in :
# out :
#########
def moveBones(larmature, empty, empties):
#print "move bones"
global bonerest, emprest
children = dicEmptyChild[empty.getName()]
thepose = larmature.getPose()
for ch in children:
if len(children) >= 2:
bonename = empty.getName()[1:len(empty.getName())]+'_'+ch.getName()[1:len(ch.getName())]
else :
bonename = empty.getName()[1:len(empty.getName())]
thebone = thepose.bones[bonename]
trMatrix = empty.getMatrix('localspace')
bonerestmat = Blender.Mathutils.Matrix(bonerest[bonename])
invbonerestmat = Blender.Mathutils.Matrix(bonerest[bonename])
invbonerestmat.invert()
trMatrix[3][0] = 0.0
trMatrix[3][1] = 0.0
trMatrix[3][2] = 0.0
invemprestmat = Blender.Mathutils.Matrix(emprest[empty.getName()].rotationPart()).resize4x4()
invemprestmat.invert()
emprestmat = Blender.Mathutils.Matrix(emprest[empty.getName()].rotationPart()).resize4x4()
thebone.localMatrix = bonerestmat* invemprestmat *trMatrix * invbonerestmat
thepose.update()
thebone.insertKey(larmature, Blender.Get('curframe'), [Blender.Object.Pose.ROT, Blender.Object.Pose.LOC])
thepose.update()
chch = dicEmptyChild[ch.getName()]
if len(chch) >= 1:
moveBones(larmature, ch, empties)
#########
# Cette fonction
# in :
# out :
#########
def moveArmature (larmature, empties):
global bonerest, emprest
#print "move armature"
thepose = larmature.getPose()
#armature.makeEditable()
root = Blender.Object.Get(hipbonename)
children = dicEmptyChild[hipbonename]
for ch in children:
b=dicBone[hipbonename[1:len(hipbonename)] + ch.getName()[1:len(ch.getName())]]
moveBones(larmature, ch, empties)
#armature.update()
########################################################################
#
# MAIN PROGRAM
#
########################################################################
def RemoveEmpties():
global endframe, startframe,hipbonename
lesEmpties = getEmpties()
scn = Blender.Scene.getCurrent()
#scn.link (armObj)
for em in lesEmpties:
eraseIPO (em.getName())
scn.unlink(em)
Blender.Redraw()
def Main():
global endframe, startframe,hipbonename, framedecimation
print "*****START*****"
Blender.Set("curframe",restFrame)
##-----------
## Positionnement des empties
##-----------
em0 = Blender.Object.Get(hipbonename)
Blender.Redraw()
##-----------
## Creation de l'armature et des os
##-----------
lesEmpties = getEmpties()
#print dicEmptyChild
print "creating armature"
#armData = createArmature(em0, lesEmpties)
objects = Blender.Object.Get()
if 'OBArmature' in map(names,objects):
armObj = Blender.Object.Get('OBArmature')
armData = armObj.getData()
print 'OBArmature'+' exists'
eraseIPO ('OBArmature')
#print armData.getBones()
f_createArmature(em0, lesEmpties, armData)
else:
armObj=Blender.Object.New('Armature', 'OBArmature')
armData= createArmature(armObj, em0, lesEmpties)
#armObj.link(armData)
scn = Blender.Scene.getCurrent()
scn.link (armObj)
print 'OBArmature'+' was created'
#return myobj
print emprest
armData.drawType = Blender.Armature.STICK
##-----------
## Creation de l'ipo de l'armature
##-----------
lipo = GetOrCreateIPO('BVHIpo')
armObj.setIpo(lipo)
curvX = GetOrCreateCurve(lipo, 'LocX')
curvY = GetOrCreateCurve(lipo, 'LocY')
curvZ = GetOrCreateCurve(lipo, 'LocZ')
curvrX = GetOrCreateCurve(lipo, 'RotX')
curvrY = GetOrCreateCurve(lipo, 'RotY')
curvrZ = GetOrCreateCurve(lipo, 'RotZ')
print "animating armature"
#armData.drawAxes(1)
#armData.drawNames(1)
Blender.Redraw()
action = Blender.Armature.NLA.NewAction()
action.setActive(armObj)
##-----------
## Enregistrement de la position de l'armature
##-----------
bones = armData.bones.values()
curvX.addBezier((Blender.Get("curframe"), getEmpty(hipbonename).getMatrix('worldspace').translationPart()[0]*scalef))
curvY.addBezier((Blender.Get("curframe"), getEmpty(hipbonename).getMatrix('worldspace').translationPart()[1]*scalef))
curvZ.addBezier((Blender.Get("curframe"), getEmpty(hipbonename).getMatrix('worldspace').translationPart()[2]*scalef))
curvX.setInterpolation('Linear')
curvX.setExtrapolation('Constant')
curvY.setInterpolation('Linear')
curvY.setExtrapolation('Constant')
curvZ.setInterpolation('Linear')
curvZ.setExtrapolation('Constant')
curvrX.setInterpolation('Linear')
curvrX.setExtrapolation('Constant')
curvrY.setInterpolation('Linear')
curvrY.setExtrapolation('Constant')
curvrZ.setInterpolation('Linear')
curvrZ.setExtrapolation('Constant')
Blender.Redraw()
Blender.Set("curframe",startframe)
while endframe >= Blender.Get("curframe"):
##-----------
## Positionnement des os
##-----------
moveArmature(armObj, lesEmpties)
##-----------
## Enregistrement de la position de l'armature
##-----------
curvX.addBezier((Blender.Get("curframe"), (getEmpty(hipbonename).getMatrix('worldspace').translationPart()[0])*scalef))
curvY.addBezier((Blender.Get("curframe"), (getEmpty(hipbonename).getMatrix('worldspace').translationPart()[1])*scalef))
curvZ.addBezier((Blender.Get("curframe"), (getEmpty(hipbonename).getMatrix('worldspace').translationPart()[2])*scalef))
curvrX.addBezier((Blender.Get("curframe"), (getEmpty(hipbonename).getMatrix('worldspace').rotationPart().toEuler()[0])*scalef/10))
curvrY.addBezier((Blender.Get("curframe"), (getEmpty(hipbonename).getMatrix('worldspace').rotationPart().toEuler()[1])*scalef/10))
curvrZ.addBezier((Blender.Get("curframe"), (getEmpty(hipbonename).getMatrix('worldspace').rotationPart().toEuler()[2])*scalef/10))
##-----------
## Passage a la frame suivante
##-----------
num_frame = Blender.Get("curframe")+framedecimation
print num_frame
Blender.Set("curframe", num_frame)
curvX.Recalc()
curvY.Recalc()
curvZ.Recalc()
curvrX.Recalc()
curvrY.Recalc()
curvrZ.Recalc()
Blender.Set("curframe",startframe)
Blender.Redraw()
print "*****END*****"
########################################################################
#
# GUI FUNCTIONS AND VARIABLES
#
########################################################################
EFrame = Blender.Draw.Create(5)
IFrame = Blender.Draw.Create(6)
SFrame2 = Blender.Draw.Create(5)
HBName = Blender.Draw.Create(0)
FrameDecimation = Blender.Draw.Create(5)
ScaleF = Blender.Draw.Create(0)
Msg = ' '
def event (evt, val):
if evt == Blender.Draw.ESCKEY:
Blender.Draw.Exit()
return
def button_event(evt):
global EFrame, IFrame, SFrame2, HBName, Msg , FrameDecimation, ScaleF
global endframe, startframe, insertionframe, hipbonename, framedecimation , scalef
if evt==1:
startframe = SFrame2.val
insertionframe = 100 #IFrame.val
endframe = EFrame.val
hipbonename = HBName.val
framedecimation = FrameDecimation.val
scalef= 1.0 #eval(str(ScaleF.val))
#print "scalef = ", scalef
if startframe>=endframe:
Msg = 'Start frame must be lower than End frame'
error_txt = "Error|Start frame must be lower than End frame"
Blender.Draw.PupMenu(error_txt)
else:
ob = getEmpty(hipbonename)
if (ob!=None):
if ob.getParent()!=None:
Msg = 'Empty '+hipbonename+ ' is not a root bone.'
error_txt = "Error|Empty %s is not a root bone"%hipbonename
Blender.Draw.PupMenu(error_txt)
else:
if (0.0 > scalef):
Msg = 'Scale factor must be greater than 0'
error_txt = "Error|Scale factor must be greater than 0"
Blender.Draw.PupMenu(error_txt)
else:
#Blender.Draw.Exit()
Main()
#Main()
else:
error_txt = "Error|Empty %s not found"%hipbonename
Blender.Draw.PupMenu(error_txt)
Msg = 'Empty '+ hipbonename+ ' not found'
#Blender.Draw.Redraw(1)
elif evt==2:
hipbonename = HBName.val
ob = getEmpty(hipbonename)
if (ob!=None):
if ob.getParent()!=None:
error_txt = "Error|Empty %s is not a root bone"%hipbonename
Blender.Draw.PupMenu(error_txt)
Msg = 'Empty '+hipbonename+ ' is not a root bone.'
else:
#Blender.Draw.Exit()
RemoveEmpties()
else:
Msg = 'Empty '+ hipbonename+ ' not found'
#else:
# print "evt = ",evt
def GUI():
global EFrame, SFrame2, HBName, Msg , ScaleF, FrameDecimation
Blender.BGL.glClearColor(0,0,1,1)
Blender.BGL.glClear(Blender.BGL.GL_COLOR_BUFFER_BIT)
Blender.BGL.glColor3f(1,1,1)
Blender.BGL.glRasterPos2i(20,200)
selobj = Blender.Object.GetSelected()
if len(selobj) == 1 and type (selobj[0]) == Blender.Types.ObjectType:
hipname = selobj[0].getName()
else:
hipname = '_Hips'
Blender.Draw.Text ("BVH 2 ARMATURE v%s by %s"%(__version__, __author__), 'normal')
HBName = Blender.Draw.String("HipBoneName: ", 0, 20, 175, 250, 20, hipname, 100)
SFrame2 = Blender.Draw.Number("Startframe: ", 0, 20, 150, 250, 20, 1, 1,3000,"Start frame of anim")
EFrame = Blender.Draw.Number("Endframe: ", 0, 20, 125, 250, 20, Blender.Get("endframe"), 1,3000,"Last frame of anim")
FrameDecimation = Blender.Draw.Number("FrameDecimation: ", 0, 20, 75, 250, 20,1, 1,10,'number of frame to skip between two action keys')
Blender.Draw.Toggle("Create Armature", 1, 20, 10, 100, 20, 0, "Create Armature")
Blender.BGL.glRasterPos2i(20,40)
Blender.Draw.Text (Msg, 'normal')
Blender.Draw.Register(GUI, event, button_event)