==bvh removal for cambo==

removing to fix some commit problems - cambo will add them back
This commit is contained in:
Tom Musgrove 2006-06-04 15:19:40 +00:00
parent f2cfb886d6
commit 5bd324140d
2 changed files with 0 additions and 882 deletions

@ -1,385 +0,0 @@
#!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')

@ -1,497 +0,0 @@
#!BPY
"""
Name: 'Motion Capture (.bvh)...'
Blender: 239
Group: 'Import'
Tip: 'Import a (.bvh) motion capture file'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "elysiun")
__version__ = "1.0.4 05/12/04"
__bpydoc__ = """\
This script imports BVH motion capture data to Blender.
Supported: Poser 3.01<br>
Missing:<br>
Known issues:<br>
Notes:<br>
Jean-Michel Soler improved importer to support Poser 3.01 files;<br>
Jean-Baptiste Perin wrote a script to create an armature out of the
Empties created by this importer, it's in the Scripts window -> Scripts -> Animation menu.
"""
# $Id$
#
#===============================================#
# BVH Import script 1.05 patched by Campbell #
# Modified to use Mathutils for matrix math, #
# Fixed possible joint naming bug, #
# Imports BVH's with bad EOF gracefully #
# Fixed duplicate joint names, make them unique #
# Use \r as well as \n for newlines #
# Added suppot for nodes with 0 motion channels #
# Rotation IPOs never cross more then 180d #
# fixes sub frame tweening and time scaling #
# 5x overall speedup. #
# 06/12/2005, #
#===============================================#
#===============================================#
# BVH Import script 1.04 patched by jms #
# Small modif for blender 2.40 #
# 04/12/2005, #
#===============================================#
#===============================================#
# BVH Import script 1.03 patched by Campbell #
# Small optimizations and scale input #
# 01/01/2005, #
#===============================================#
#===============================================#
# BVH Import script 1.02 patched by Jm Soler #
# to the Poser 3.01 bvh file #
# 28/12/2004, #
#===============================================#
#===============================================#
# BVH Import script 1.0 by Campbell Barton #
# 25/03/2004, euler rotation code taken from #
# Reevan Mckay's BVH import script v1.1 #
# if you have any questions about this scrip. #
# email me cbarton@metavr.com #
#===============================================#
#===============================================#
# TODO: #
# * Create bones when importing #
# * Make an IPO jitter removal script #
# * Work out a better naming system #
#===============================================#
# --------------------------------------------------------------------------
# BVH Import v1.05 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 Window, Object, Scene, Ipo, Draw
from Blender.Scene import Render
# Attempt to load psyco, speed things up
try:
import psyco
psyco.full()
print 'using psyco to speed up BVH importing'
except:
#print 'psyco is not present on this system'
pass
def main():
global scale
scale = None
# Update as we load?
debug = 0
def getScale():
return Draw.PupFloatInput('BVH Scale: ', 0.01, 0.001, 10.0, 0.1, 3)
#===============================================#
# MAIN FUNCTION - All things are done from here #
#===============================================#
def loadBVH(filename):
global scale
print '\nBVH Importer 1.05 by Campbell Barton (Ideasman) - cbarton@metavr.com'
objectCurveMapping = {}
objectNameMapping = {}
objectMotiondataMapping = {}
# Here we store the Ipo curves in the order they load.
channelCurves = []
# Object list
# We need this so we can loop through the objects and edit there IPO's
# Chenging there rotation to EULER rotation
objectList = []
if scale == None:
tempscale = getScale()
if tempscale:
scale = tempscale
else:
scale = 0.01
Window.WaitCursor(1)
# Unique names, dont reuse any of these names.
uniqueObNames = [ob.name for ob in Object.Get()]
# FUNCTIONS ====================================#
def getUniqueObName(name):
i = 0
newname = name[:min(len(name), 12)] # Concatinate to 12 chars
while newname in uniqueObNames:
newname = name + str(i)
i+=1
return newname
# Change the order rotation is applied.
RotationMatrix = Blender.Mathutils.RotationMatrix
MATRIX_IDENTITY_3x3 = Blender.Mathutils.Matrix([1.0,0.0,0.0],[0.0,1.0,0.0],[0.0,0.0,1.0])
def eulerRotate(x,y,z):
x,y,z = x%360,y%360,z%360 # Clamp all values between 0 and 360, values outside this raise an error.
xmat = RotationMatrix(x,3,'x')
ymat = RotationMatrix(y,3,'y')
zmat = RotationMatrix(z,3,'z')
# Standard BVH multiplication order, apply the rotation in the order Z,X,Y
return (ymat*(xmat * (zmat * MATRIX_IDENTITY_3x3))).toEuler()
currentFrame = 1 # Set the initial frame to import all data to.
#===============================================#
# makeJoint: Here we use the node data #
# from the BVA file to create an empty #
#===============================================#
BVH2BLEND_TX_NAME = {'Xposition':'LocX','Yposition':'LocY','Zposition':'LocZ','Xrotation':'RotX','Yrotation':'RotY','Zrotation':'RotZ'}
def makeJoint(name, parent, offset, channels):
ob = Object.New('Empty', name) # New object, ob is shorter and nicer to use.
objectNameMapping[name] = ob
scn.link(ob) # place the object in the current scene
ob.sel = 1
# Make me a child of another empty.
# Vale of None will make the empty a root node (no parent)
if parent[-1]: # != None
obParent = objectNameMapping[parent[-1]] # We use this a bit so refrence it here.
obParent.makeParent([ob], 1, 0) #ojbs, noninverse, 1 = not fast.
# Offset Empty from BVH's initial joint location.
ob.setLocation(offset[0]*scale, offset[1]*scale, offset[2]*scale)
# Add Ipo's for necessary channels
newIpo = Ipo.New('Object', name)
ob.setIpo(newIpo)
obname = ob.name
for channelType in channels:
channelType = BVH2BLEND_TX_NAME[channelType]
curve = newIpo.addCurve(channelType)
curve.setInterpolation('Linear')
objectCurveMapping[(obname, channelType)] = curve
# Add to object list
objectList.append(ob)
# Redraw if debugging
if debug: Blender.Redraw()
#===============================================#
# makeEnd: Here we make an end node #
# This is needed when adding the last bone #
#===============================================#
def makeEnd(parent, offset):
new_name = parent[-1] + '_end'
ob = Object.New('Empty', new_name) # New object, ob is shorter and nicer to use.
objectNameMapping[new_name] = ob
scn.link(ob)
ob.sel = 1
# Dont check for a parent, an end node MUST have a parent
obParent = objectNameMapping[parent[-1]] # We use this a bit so refrence it here.
obParent.makeParent([ob], 1, 0) #ojbs, noninverse, 1 = not fast.
# Offset Empty
ob.setLocation(offset[0]*scale, offset[1]*scale, offset[2]*scale)
# Redraw if debugging
if debug: Blender.Redraw()
# END FUNCTION DEFINITIONS ====================================#
time1 = Blender.sys.time()
# Get the current scene.
scn = Scene.GetCurrent()
#context = scn.getRenderingContext()
# DeSelect All
for ob in scn.getChildren():
ob.sel = 0
# File loading stuff
# Open the file for importing
file = open(filename, 'r')
# Seperate into a list of lists, each line a list of words.
lines = file.readlines()
# Non standard carrage returns?
if len(lines) == 1:
lines = lines[0].split('\r')
# Split by whitespace.
lines =[ll for ll in [ [w for w in l.split() if w != '\n' ] for l in lines] if ll]
# End file loading code
# Create Hirachy as empties
if lines[0][0] == 'HIERARCHY':
print 'Importing the BVH Hierarchy for:', filename
else:
return 'ERROR: This is not a BVH file'
# A liniar list of ancestors to keep track of a single objects heratage
# at any one time, this is appended and removed, dosent store tree- just a liniar list.
# ZERO is a place holder that means we are a root node. (no parents)
parent = [None]
#channelList, sync with objectList: [[channelType1, channelType2...], [channelType1, channelType2...)]
channelList = []
channelIndex = -1
lineIdx = 0 # An index for the file.
while lineIdx < len(lines) -1:
#...
if lines[lineIdx][0] == 'ROOT' or lines[lineIdx][0] == 'JOINT':
# Join spaces into 1 word with underscores joining it.
if len(lines[lineIdx]) > 2:
lines[lineIdx][1] = '_'.join(lines[lineIdx][1:])
lines[lineIdx] = lines[lineIdx][:2]
# MAY NEED TO SUPPORT MULTIPLE ROOT's HERE!!!, Still unsure weather multiple roots are possible.??
# Make sure the names are unique- Object names will match joint names exactly and both will be unique.
name = getUniqueObName(lines[lineIdx][1])
uniqueObNames.append(name)
print '%snode: %s, parent: %s' % (len(parent) * ' ', name, parent[-1])
lineIdx += 2 # Incriment to the next line (Offset)
offset = ( float(lines[lineIdx][1]), float(lines[lineIdx][2]), float(lines[lineIdx][3]) )
lineIdx += 1 # Incriment to the next line (Channels)
# newChannel[Xposition, Yposition, Zposition, Xrotation, Yrotation, Zrotation]
# newChannel references indecies to the motiondata,
# if not assigned then -1 refers to the last value that will be added on loading at a value of zero, this is appended
# We'll add a zero value onto the end of the MotionDATA so this is always refers to a value.
newChannel = [-1, -1, -1, -1, -1, -1]
for channel in lines[lineIdx][2:]:
channelIndex += 1 # So the index points to the right channel
if channel == 'Xposition':
newChannel[0] = channelIndex
elif channel == 'Yposition':
newChannel[1] = channelIndex
elif channel == 'Zposition':
newChannel[2] = channelIndex
elif channel == 'Xrotation':
newChannel[3] = channelIndex
elif channel == 'Yrotation':
newChannel[4] = channelIndex
elif channel == 'Zrotation':
newChannel[5] = channelIndex
channelList.append(newChannel)
channels = lines[lineIdx][2:]
# Call funtion that uses the gatrhered data to make an empty.
makeJoint(name, parent, offset, channels)
# If we have another child then we can call ourselves a parent, else
parent.append(name)
# Account for an end node
if lines[lineIdx][0] == 'End' and lines[lineIdx][1] == 'Site': # There is somtimes a name after 'End Site' but we will ignore it.
lineIdx += 2 # Incriment to the next line (Offset)
offset = ( float(lines[lineIdx][1]), float(lines[lineIdx][2]), float(lines[lineIdx][3]) )
makeEnd(parent, offset)
# Just so we can remove the Parents in a uniform way- End end never has kids
# so this is a placeholder
parent.append(None)
if len(lines[lineIdx]) == 1 and lines[lineIdx][0] == '}': # == ['}']
parent.pop() # Remove the last item
#=============================================#
# BVH Structure loaded, Now import motion #
#=============================================#
if len(lines[lineIdx]) == 1 and lines[lineIdx][0] == 'MOTION':
print '\nImporting motion data'
lineIdx += 3 # Set the cursor to the first frame
#=============================================#
# Add a ZERO keyframe, this keeps the rig #
# so when we export we know where all the #
# joints start from #
#=============================================#
for obIdx, ob in enumerate(objectList):
obname = ob.name
if channelList[obIdx][0] != -1:
objectCurveMapping[obname, 'LocX'].addBezier((currentFrame,0))
objectMotiondataMapping[obname, 'LocX'] = []
if channelList[obIdx][1] != -1:
objectCurveMapping[obname, 'LocY'].addBezier((currentFrame,0))
objectMotiondataMapping[obname, 'LocY'] = []
if channelList[obIdx][2] != -1:
objectCurveMapping[obname, 'LocZ'].addBezier((currentFrame,0))
objectMotiondataMapping[obname, 'LocZ'] = []
if\
channelList[obIdx][3] != -1 or\
channelList[obIdx][4] != -1 or\
channelList[obIdx][5] != -1:
objectMotiondataMapping[obname, 'RotX'] = []
objectMotiondataMapping[obname, 'RotY'] = []
objectMotiondataMapping[obname, 'RotZ'] = []
#=============================================#
# Loop through frames, each line a frame #
#=============================================#
MOTION_DATA_LINE_LEN = len(lines[lineIdx])
while lineIdx < len(lines):
line = lines[lineIdx]
if MOTION_DATA_LINE_LEN != len(line):
print 'ERROR: Incomplete motion data on line %i, finishing import.' % lineIdx
break
# Exit loop if we are past the motiondata.
# Some BVH's have extra tags like 'CONSTRAINTS and MOTIONTAGS'
# I dont know what they do and I dont care, they'll be ignored here.
if len(line) < len(objectList):
print '...ending on unknown tags'
break
currentFrame += 1 # Incriment to next frame
#=============================================#
# Import motion data and assign it to an IPO #
#=============================================#
line.append(0.0) # Use this as a dummy var for objects that dont have a loc/rotate channel.
if debug: Blender.Redraw()
for obIdx, ob in enumerate(objectList):
obname = ob.name
obChannel = channelList[obIdx]
if channelList[obIdx][0] != -1:
objectMotiondataMapping[obname, 'LocX'].append((currentFrame, scale * float( line[obChannel[0]] )))
if channelList[obIdx][1] != -1:
objectMotiondataMapping[obname, 'LocY'].append((currentFrame, scale * float( line[obChannel[1]] )))
if channelList[obIdx][2] != -1:
objectMotiondataMapping[obname, 'LocZ'].append((currentFrame, scale * float( line[obChannel[2]] )))
if obChannel[3] != -1 or obChannel[4] != -1 or obChannel[5] != -1:
x, y, z = eulerRotate(float( line[obChannel[3]] ), float( line[obChannel[4]] ), float( line[obChannel[5]] ))
x,y,z = x/10.0, y/10.0, z/10.0 # For IPO's 36 is 360d
motionMappingRotX = objectMotiondataMapping[obname, 'RotX']
motionMappingRotY = objectMotiondataMapping[obname, 'RotY']
motionMappingRotZ = objectMotiondataMapping[obname, 'RotZ']
# Make interpolation not cross between 180d, thjis fixes sub frame interpolation and time scaling.
# Will go from (355d to 365d) rather then to (355d to 5d) - inbetween these 2 there will now be a correct interpolation.
if len(motionMappingRotX) > 1:
while (motionMappingRotX[-1][1] - x) > 18: x+=36
while (motionMappingRotX[-1][1] - x) < -18: x-=36
while (motionMappingRotY[-1][1] - y) > 18: y+=36
while (motionMappingRotY[-1][1] - y) < -18: y-=36
while (motionMappingRotZ[-1][1] - z) > 18: z+=36
while (motionMappingRotZ[-1][1] - z) < -18: z-=36
motionMappingRotX.append((currentFrame, x))
motionMappingRotY.append((currentFrame, y))
motionMappingRotZ.append((currentFrame, z))
# Done importing motion data #
lineIdx += 1
#=======================================#
# Now Write the motion to the IPO's #
#=======================================#
for key, motion_data in objectMotiondataMapping.iteritems():
# Strip the motion data where all the points have the same falue.
i = len(motion_data) -2
while i > 0 and len(motion_data) > 2:
if motion_data[i][1] == motion_data[i-1][1] == motion_data[i+1][1]:
motion_data.pop(i)
i-=1
# Done stripping.
obname, tx_type = key
curve = objectCurveMapping[obname, tx_type]
for point_data in motion_data:
curve.addBezier( point_data )
# Imported motion to an IPO
# No point in looking further, when this loop is done
# There is nothine else left to do
break
# Main file loop
lineIdx += 1
print 'bvh import time for %i frames: %.6f' % (currentFrame, Blender.sys.time() - time1)
Window.RedrawAll()
Window.WaitCursor(0)
Blender.Window.FileSelector(loadBVH, "Import BVH")
#=============#
# TESTING #
#=============#
'''
#loadBVH('/metavr/mocap/bvh/boxer.bvh')
#loadBVH('/metavr/mocap/bvh/dg-306-g.bvh') # Incompleate EOF
#loadBVH('/metavr/mocap/bvh/wa8lk.bvh') # duplicate joint names, \r line endings.
#loadBVH('/metavr/mocap/bvh/walk4.bvh') # 0 channels
scale = 0.01
import os
DIR = '/metavr/mocap/bvh/'
for f in os.listdir(DIR):
if f.endswith('.bvh'):
s = Scene.New(f)
s.makeCurrent()
loadBVH(DIR + f)
'''
if __name__ == '__main__':
main()