forked from bartvdbraak/blender
==python scripts==
Updated bvh to armatures script by Jean-Baptiste Perin (thanks).
This commit is contained in:
parent
c4a155cf39
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@ -1,29 +1,27 @@
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#!BPY
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"""
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Name: 'Empties to Armature'
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Blender: 239
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Blender: 241
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Group: 'Animation'
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Tooltip: 'Create Armature from a parented-empties chain'
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"""
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__author__ = "Jean-Baptiste PERIN (jb_perin(at)yahoo.fr)"
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__author__ = " Jean-Baptiste PERIN (jb_perin(at)yahoo.fr) with valuable help from Vincent BILLET "
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__url__ = ("blender", "elysiun",
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"Author's homepage, http://perso.wanadoo.fr/jb.perin/",
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"Documentation, http://perso.wanadoo.fr/jb.perin/BVH2ARM/doc/bvh2arm.html",
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"Mocap tutorial, http://perso.wanadoo.fr/jb.perin/Mocap/MocapAnimation.html",
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"BVH 2 ARMATURE, http://perso.wanadoo.fr/jb.perin/",
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"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
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__version__ = "2.4"
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__version__ = "2.42"
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__bpydoc__ = """ BVH2ARM.py
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Script for generating armature on BVH empties.
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This script generates an armature upon an empty-made parented chain,
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and make the armature follow the hip bone of the chain.
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User only have to set up IKSolver contraints on every end effector bone.
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and make the armature follow the empties
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Usage:<br>
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- Import a bvh in Blender (File->Import->BVH);<br>
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- Rotate some empties to match your model and insert Rot key for them. <br>
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- Select the root empty of the hierarchical chain.<br>
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- Launch this script ;<br>
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- Set up variables:<br>
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@ -31,9 +29,7 @@ Usage:<br>
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"startframe": the first frame of your anim;<br>
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"endframe": the last frame of your anim;<br>
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"decimation": the frequency (in number of frame) to which the armature's pos is updated;<br>
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- Press "Create Armature".<br>
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- Set IKSolver for every end effector bone (targeting)
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- Press "Create Armature".
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Notes: <br>
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- The start frame configuration is used as the rest pose for the armature.<br>
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- If the armature already exists when script is launched, the current armature is re-used.
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@ -74,6 +70,9 @@ dicEmptyChild={}
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dicBoneRestInvEmpRest={}
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dicEmpRestInvBoneRest={}
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restFrame = 1
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bonerest={}
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emprest={}
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emp2bone={}
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########################################################################
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#
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@ -135,8 +134,8 @@ def getEmpty(name):
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p = o
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return p
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def getChild(emp, emp_list):
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return dicEmptyChild[emp.getName()]
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##def getChild(emp, emp_list):
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## return dicEmptyChild[emp.getName()]
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#########
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@ -230,32 +229,6 @@ def GetOrCreateCurve(ipo, curvename):
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#
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########################################################################
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def computeRootQuat2(empty, bone):
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M1=dicBoneRestInvEmpRest[bone.getName()].rotationPart()
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M2=dicEmpRestInvBoneRest[bone.getName()].rotationPart()
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emprot = empty.getMatrix('worldspace').rotationPart()
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emprot.transpose()
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mat = M1*emprot*M2
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mat.transpose()
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return (mat.toQuat())
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#emprest = dicEmptiesRestMatrix[empty.getName()].rotationPart()
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#invemprest= dicEmptiesRestMatrix[empty.getName()].rotationPart()
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##invemprest= emprest
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##invemprest.invert()
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##invemprest= dicEmptiesInvRestMatrix[empty.getName()].rotationPart()
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#emprot = empty.getMatrix('worldspace').rotationPart()
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#bonerest = dicBoneRestMatrix[bone.getName()].rotationPart()
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#invbonerest = dicBoneRestMatrix[bone.getName()].rotationPart()
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#invbonerest.invert()
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#T2=emprot*invemprest
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#T2.transpose()
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#mat = bonerest*invemprest*T2*emprest*invbonerest
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#mat.transpose()
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#return (mat.toQuat())
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#########
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@ -263,27 +236,6 @@ def computeRootQuat2(empty, bone):
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# in :
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# out :
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#########
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def computeRootPos(empty, bone):
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vec = computeScaledPos(empty.getMatrix('worldspace').translationPart()) - dicBoneRestMatrix[bone.getName()].translationPart()
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mat = dicBoneRestMatrix[bone.getName()].rotationPart()
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vec2 = Mathutils.MatMultVec (mat, vec)
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return vec2
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def computeRelativePos(empty,bone):
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vec = computeScaledPos(empty.getMatrix('worldspace').translationPart()) - dicBoneRestMatrix[bone.getName()].translationPart()
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rootempty = getEmpty(hipbonename)
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vec3 = computeScaledPos(rootempty.getMatrix('worldspace').translationPart())
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mat = dicBoneRestMatrix[bone.getName()].rotationPart()
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vec2 = Mathutils.MatMultVec (mat, vec-vec3)
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return vec2
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#########
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# Cette fonction
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# in :
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# out :
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#########
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def computeScaledPos(vec):
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global scalef
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vec2 = Mathutils.Vector([vec[0]*scalef, vec[1]*scalef, vec[2]*scalef])
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@ -301,6 +253,7 @@ def computeScaledPos(vec):
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# out :
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#########
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def createBone (armature, empty, bone, empties):
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global bonerest, emprest
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children = getChildren(empty, empties)
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if len(children) != 0:
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for ch in children:
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@ -315,34 +268,13 @@ def createBone (armature, empty, bone, empties):
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b.parent = bone
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# armature.makeEditable() should already be editable????
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armature.bones[bonename] = b
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#armature.update()
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## #b.setParent(bone)
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## matrice = empty.getMatrix('worldspace')
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## invmatrice = empty.getMatrix('worldspace')
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## invmatrice.invert()
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## invmatricet=empty.getMatrix('worldspace')
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## invmatricet.invert()
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## invmatricet.transpose()
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## dicEmptiesRestMatrix[empty.getName()] = matrice
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## dicEmptiesInvRestMatrix[empty.getName()] = invmatrice
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## #armature.addBone(b)
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## #????armature.bones[b.name]=b
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## #invbonerest=b.getRestMatrix()
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## #invbonerest.invert()
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## invbonerest=Blender.Mathutils.Matrix(b.matrix)
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## invbonerest.resize4x4()
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## invbonerest[3][3]=1.0
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## invbonerest.invert()
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##
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## #dicBoneRestMatrix[b.getName()] = b.matrix
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## tmpmat = b.matrix.resize4x4()
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## tmpmat[3][3] = 1.0
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## dicBoneRestMatrix[b.name] = tmpmat
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##
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## #dicBoneRestInvEmpRest[b.getName()]=b.getRestMatrix()*invmatrice*invmatricet
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## dicBoneRestInvEmpRest[b.name]=tmpmat*invmatrice*invmatricet
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## dicEmpRestInvBoneRest[b.name]=matrice*invbonerest
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## dicBone[b.name]=b
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#print b.matrix
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bonerest[bonename]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
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emprest[empty.getName()]=Blender.Mathutils.Matrix(empty.getMatrix('localspace')).resize4x4()
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#M = Blender.Mathutils.Matrix(emprest[empty.getName()])
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#emp2bone[bonename] = Blender.Mathutils.Matrix(M.invert().rotationPart()*bonerest[bonename].rotationPart()).resize4x4()
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#print emp2bone[bonename].rotationPart().toEuler()
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dicBone[b.name]=b
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createBone(armature, ch, b, empties)
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#########
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@ -371,42 +303,19 @@ def f_createBone (armData, empty, bone, empties):
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b.head = (computeScaledPos(empty.getMatrix('worldspace').translationPart()))
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b.tail = (computeScaledPos(ch.getMatrix('worldspace').translationPart()))
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b.parent = bone
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#b.setHead(empty.getMatrix('worldspace').translationPart())
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#b.setTail(ch.getMatrix('worldspace').translationPart())
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#b.setParent(bone)
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## matrice = empty.getMatrix('worldspace')
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## invmatrice = empty.getMatrix('worldspace')
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## invmatrice.invert()
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## invmatricet=empty.getMatrix('worldspace')
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## invmatricet.invert()
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## invmatricet.transpose()
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## dicEmptiesRestMatrix[empty.getName()] = matrice
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## dicEmptiesInvRestMatrix[empty.getName()] = invmatrice
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## #armature.addBone(b)
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## #invbonerest=b.getRestMatrix()
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## #invbonerest.invert()
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## invbonerest=Blender.Mathutils.Matrix(b.matrix)
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## invbonerest.resize4x4()
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## invbonerest[3][3]=1.0
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## invbonerest.invert()
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## #dicBoneRestMatrix[b.getName()] = b.getRestMatrix()
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## tmpmat = b.matrix.resize4x4()
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## tmpmat[3][3] = 1.0
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## dicBoneRestMatrix[b.name] = tmpmat
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##
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## dicBoneRestInvEmpRest[b.name]=tmpmat*invmatrice*invmatricet
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## dicEmpRestInvBoneRest[b.name]=matrice*invbonerest
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bonerest[bonename]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
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emprest[empty.getName()]=Blender.Mathutils.Matrix(empty.getMatrix('localspace')).resize4x4()
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dicBone[b.name]=b
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#print "Ajout de ", b.getName()," au dictionnaire"
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f_createBone(armData, ch, b, empties)
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#########
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# Cette fonction fabrique une arma
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# in :
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# out :
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#########
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def createArmature (armObj, rootEmpty, empties):
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global bonerest, emprest
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armData=Blender.Armature.Armature('monArmature')
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children = getChildren(rootEmpty, empties)
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armObj.link(armData)
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@ -419,40 +328,11 @@ def createArmature (armObj, rootEmpty, empties):
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#print b, dir([b])
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b.head=(computeScaledPos(rootEmpty.getMatrix('worldspace').translationPart()))
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b.tail=(computeScaledPos(ch.getMatrix('worldspace').translationPart()))
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bonerest[bonename]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
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emprest[rootEmpty.getName()]=Blender.Mathutils.Matrix(rootEmpty.getMatrix('localspace')).resize4x4()
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armData.bones[bonename] = b
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#armData.update()
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#armData.addBone(b)
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#matrice = ch.getMatrix('worldspace')
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#print dir (ch.matrix)
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## matrice = Blender.Mathutils.Matrix(ch.getMatrix('worldspace'))
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## matrice.resize4x4()
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## matrice[3][3]=1.0
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## #print matrice
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## #eval("invmatrice = Blender.Mathutils.Matrix(ch.getMatrix('worldspace'))" ) #??
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## invmatrice = Blender.Mathutils.Matrix(ch.getMatrix('worldspace')) #??
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## invmatrice.invert()
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## #invmatrice.resize4x4()
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## invmatricet= Blender.Mathutils.Matrix(ch.getMatrix('worldspace')) #??
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## invmatricet.invert()
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## invmatricet.transpose()
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## #invmatricet.resize4x4()
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## dicEmptiesRestMatrix[rootEmpty.getName()] = matrice
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## dicEmptiesInvRestMatrix[rootEmpty.getName()] = invmatrice
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## #invbonerest=b.getRestMatrix()
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## invbonerest=Blender.Mathutils.Matrix(b.matrix)
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## invbonerest.resize4x4()
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## invbonerest[3][3]=1.0
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## invbonerest.invert()
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## #dicBoneRestMatrix[b.getName()] = b.getRestMatrix()
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## tmpmat = b.matrix.resize4x4()
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## tmpmat[3][3] = 1.0
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## dicBoneRestMatrix[b.name] = tmpmat
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## #print tmpmat
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## #print invmatrice
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## #print invmatricet
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## dicBoneRestInvEmpRest[b.name]=tmpmat*invmatrice*invmatricet
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## dicEmpRestInvBoneRest[b.name]=matrice*invbonerest
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## dicBone[b.name]=b
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dicBone[b.name]=b
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createBone(armData, ch, b, empties)
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armData.update()
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return armData
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@ -467,7 +347,6 @@ def createArmature (armObj, rootEmpty, empties):
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def f_createArmature (rootEmpty, empties, armData):
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armData.makeEditable()
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bones = armData.bones.values()
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def getBone(bonename):
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bone = None
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@ -480,32 +359,13 @@ def f_createArmature (rootEmpty, empties, armData):
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children = getChildren(rootEmpty, empties)
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for ch in children:
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b=getBone(rootEmpty.getName()[1:len(rootEmpty.getName())] + ch.getName()[1:len(ch.getName())])
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## matrice = Blender.Mathutils.Matrix(ch.getMatrix('worldspace'))
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## invmatrice = Blender.Mathutils.Matrix(ch.getMatrix('worldspace'))
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## invmatrice.invert()
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## invmatricet=Blender.Mathutils.Matrix(ch.getMatrix('worldspace'))
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## invmatricet.invert()
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## invmatricet.transpose()
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## dicEmptiesRestMatrix[rootEmpty.getName()] = matrice
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## dicEmptiesInvRestMatrix[rootEmpty.getName()] = invmatrice
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## print b.matrix
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## invbonerest=Blender.Mathutils.Matrix(b.matrix)
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## invbonerest.resize4x4()
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## invbonerest[3][3] = 1.0
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## invbonerest.invert()
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## #dicBoneRestMatrix[b.getName()] = b.getRestMatrix()
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## #dicBoneRestMatrix[b.name] = b.matrix
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## tmpmat = b.matrix.resize4x4()
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## tmpmat[3][3] = 1.0
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## dicBoneRestMatrix[b.name] = tmpmat
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##
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## dicBoneRestInvEmpRest[b.name]=tmpmat*invmatrice*invmatricet
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## dicEmpRestInvBoneRest[b.name]=matrice*invbonerest
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dicBone[b.name]=b
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#print "Ajout de ", b.getName()," au dictionnaire"
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bonerest[b.name]=Blender.Mathutils.Matrix(b.matrix).resize4x4()
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emprest[rootEmpty.getName()]=Blender.Mathutils.Matrix(rootEmpty.getMatrix('localspace')).resize4x4()
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f_createBone(armData, ch, b, empties)
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armData.update()
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#########
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@ -513,20 +373,34 @@ def f_createArmature (rootEmpty, empties, armData):
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# in :
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# out :
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#########
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def moveBones(armature, empty, empties):
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def moveBones(larmature, empty, empties):
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#print "move bones"
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global bonerest, emprest
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children = dicEmptyChild[empty.getName()]
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thepose = larmature.getPose()
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for ch in children:
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if len(children) >= 2:
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bonename = empty.getName()[1:len(empty.getName())]+'_'+ch.getName()[1:len(ch.getName())]
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else :
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bonename = empty.getName()[1:len(empty.getName())]
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bone = dicBone[bonename]
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#bone.setLoc(computeRootPos(empty,bone))
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#???? what can replace bone.setLoc(computeRelativePos(empty,bone))
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#???? what can replace bone.setQuat(computeRootQuat2(empty,bone))
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chch = dicEmptyChild[ch.getName()]
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thebone = thepose.bones[bonename]
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trMatrix = empty.getMatrix('localspace')
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bonerestmat = Blender.Mathutils.Matrix(bonerest[bonename])
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invbonerestmat = Blender.Mathutils.Matrix(bonerest[bonename])
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invbonerestmat.invert()
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trMatrix[3][0] = 0.0
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trMatrix[3][1] = 0.0
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trMatrix[3][2] = 0.0
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invemprestmat = Blender.Mathutils.Matrix(emprest[empty.getName()].rotationPart()).resize4x4()
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invemprestmat.invert()
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emprestmat = Blender.Mathutils.Matrix(emprest[empty.getName()].rotationPart()).resize4x4()
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thebone.localMatrix = bonerestmat* invemprestmat *trMatrix * invbonerestmat
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thepose.update()
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thebone.insertKey(larmature, Blender.Get('curframe'), [Blender.Object.Pose.ROT, Blender.Object.Pose.LOC])
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thepose.update()
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chch = dicEmptyChild[ch.getName()]
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if len(chch) >= 1:
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moveBones(armature, ch, empties)
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moveBones(larmature, ch, empties)
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#########
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@ -534,15 +408,18 @@ def moveBones(armature, empty, empties):
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# in :
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# out :
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#########
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def moveArmature (armature, empties):
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def moveArmature (larmature, empties):
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global bonerest, emprest
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#print "move armature"
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thepose = larmature.getPose()
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#armature.makeEditable()
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root = Blender.Object.Get(hipbonename)
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children = dicEmptyChild[hipbonename]
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for ch in children:
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b=dicBone[hipbonename[1:len(hipbonename)] + ch.getName()[1:len(ch.getName())]]
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#b.setLoc(computeRootPos(root, b))
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#???? what can replace b.setLoc([0.0, 0.0, 0.0])
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#???? what can replace b.setQuat(computeRootQuat2(root, b))
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moveBones(armature, ch, empties)
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moveBones(larmature, ch, empties)
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#armature.update()
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@ -609,6 +486,7 @@ def Main():
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print 'OBArmature'+' was created'
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#return myobj
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print emprest
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armData.drawType = Blender.Armature.STICK
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##-----------
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## Creation de l'ipo de l'armature
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@ -631,13 +509,16 @@ def Main():
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Blender.Redraw()
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action = Blender.Armature.NLA.NewAction()
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action.setActive(armObj)
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##-----------
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## Enregistrement de la position de l'armature
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##-----------
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bones = armData.bones.values()
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#??? for bo in bones:
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#??? bo.setPose([Blender.Armature.Bone.ROT, Blender.Armature.Bone.LOC])
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curvX.addBezier((Blender.Get("curframe"), getEmpty(hipbonename).getMatrix('worldspace').translationPart()[0]*scalef))
|
||||
curvY.addBezier((Blender.Get("curframe"), getEmpty(hipbonename).getMatrix('worldspace').translationPart()[1]*scalef))
|
||||
@ -664,15 +545,13 @@ def Main():
|
||||
## Positionnement des os
|
||||
##-----------
|
||||
|
||||
#moveArmature(armData, lesEmpties)
|
||||
moveArmature(armObj, lesEmpties)
|
||||
|
||||
|
||||
##-----------
|
||||
## Enregistrement de la position de l'armature
|
||||
##-----------
|
||||
|
||||
# ???? for bo in bones:
|
||||
# ???? bo.setPose([Blender.Armature.Bone.ROT, Blender.Armature.Bone.LOC])
|
||||
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))
|
||||
@ -732,19 +611,27 @@ def button_event(evt):
|
||||
#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)
|
||||
@ -753,6 +640,9 @@ def button_event(evt):
|
||||
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()
|
||||
@ -778,11 +668,8 @@ def GUI():
|
||||
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")
|
||||
#IFrame = Blender.Draw.Number("Insertionframe: ", 0, 20, 100, 250, 20, Blender.Get("staframe"), 1,3000,"")
|
||||
FrameDecimation = Blender.Draw.Number("FrameDecimation: ", 0, 20, 75, 250, 20,1, 1,10,'number of frame to skip between two action keys')
|
||||
# ScaleF = Blender.Draw.Number("Scale: ", 0, 20, 50, 250, 20, 1.0, 0.0, 10.0, 'Scale Factor')
|
||||
Blender.Draw.Toggle("Create Armature", 1, 20, 10, 100, 20, 0, "Create Armature")
|
||||
#Blender.Draw.Toggle("Remove Empties", 2, 200, 10, 100, 20, 0, "Remove Empties")
|
||||
Blender.BGL.glRasterPos2i(20,40)
|
||||
Blender.Draw.Text (Msg, 'normal')
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user