forked from bartvdbraak/blender
Mostly finished implementation of animation stitching, with lock bone functionality, allowing the user to choose a bone that maintains its position during the blend
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@ -760,12 +760,13 @@ def path_editing(context, stride_obj, path):
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def anim_stitch(context, enduser_obj):
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selected_bone = enduser_obj.pose.bones["Toes.L"]
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second_offset = 5
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stitch_settings = enduser_obj.data.stitch_settings
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action_1 = stitch_settings.first_action
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action_2 = stitch_settings.second_action
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if stitch_settings.stick_bone!="":
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selected_bone = enduser_obj.pose.bones[stitch_settings.stick_bone]
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else:
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selected_bone = enduser_obj.pose.bones[0]
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scene = context.scene
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TrackNamesA = enduser_obj.data.mocapNLATracks[action_1]
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TrackNamesB = enduser_obj.data.mocapNLATracks[action_2]
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@ -777,18 +778,21 @@ def anim_stitch(context, enduser_obj):
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mocapTrack.name = TrackNamesB.base_track
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mocapStrip = mocapTrack.strips.new(TrackNamesB.base_track, stitch_settings.blend_frame, mocapAction)
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mocapStrip.extrapolation = "HOLD_FORWARD"
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mocapStrip.action_frame_start+=second_offset
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mocapStrip.action_frame_end+=second_offset
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mocapStrip.blend_in = stitch_settings.blend_amount
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mocapStrip.action_frame_start+=stitch_settings.second_offset
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mocapStrip.action_frame_end+=stitch_settings.second_offset
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constraintTrack = anim_data.nla_tracks.new()
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constraintTrack.name = TrackNamesB.auto_fix_track
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constraintAction = bpy.data.actions[TrackNamesB.auto_fix_track]
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constraintStrip = constraintTrack.strips.new(TrackNamesB.auto_fix_track, stitch_settings.blend_frame, constraintAction)
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constraintStrip.extrapolation = "HOLD_FORWARD"
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constraintStrip.blend_in = stitch_settings.blend_amount
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userTrack = anim_data.nla_tracks.new()
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userTrack.name = TrackNamesB.manual_fix_track
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userAction = bpy.data.actions[TrackNamesB.manual_fix_track]
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userStrip = userTrack.strips.new(TrackNamesB.manual_fix_track, stitch_settings.blend_frame, userAction)
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userStrip.extrapolation = "HOLD_FORWARD"
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userStrip.blend_in = stitch_settings.blend_amount
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#stride bone
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if enduser_obj.parent:
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if enduser_obj.parent.name == "stride_bone":
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@ -805,14 +809,16 @@ def anim_stitch(context, enduser_obj):
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actionBTrack = stride_anim_data.nla_tracks.new()
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actionBTrack.name = TrackNamesB.stride_action
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actionBStrip = actionBTrack.strips.new(TrackNamesB.stride_action, stitch_settings.blend_frame, bpy.data.actions[TrackNamesB.stride_action])
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actionBStrip.action_frame_start+=stitch_settings.second_offset
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actionBStrip.action_frame_end+=stitch_settings.second_offset
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actionBStrip.blend_in = stitch_settings.blend_amount
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actionBStrip.extrapolation = "NOTHING"
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#we need to change the stride_bone's action to add the offset
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scene.frame_set(stitch_settings.blend_frame - 1)
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desired_pos = selected_bone.tail * enduser_obj.matrix_world
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desired_pos = (selected_bone.matrix.to_translation() * enduser_obj.matrix_world)
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scene.frame_set(stitch_settings.blend_frame)
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actual_pos = selected_bone.tail * enduser_obj.matrix_world
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actual_pos = (selected_bone.matrix.to_translation() * enduser_obj.matrix_world)
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offset = actual_pos - desired_pos
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print(offset)
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for i,fcurve in enumerate([fcurve for fcurve in bpy.data.actions[TrackNamesB.stride_action].fcurves if fcurve.data_path=="location"]):
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print(offset[i],i,fcurve.array_index)
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@ -121,6 +121,12 @@ class AnimationStitchSettings(bpy.types.PropertyGroup):
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blend_amount = bpy.props.IntProperty(name="Blend amount",
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description="Size of blending transitiion, on both sides of the stitch",
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default=10)
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second_offset = bpy.props.IntProperty(name="Second offset",
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description="Frame offset for 2nd animation, where it should start",
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default=10)
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stick_bone = bpy.props.StringProperty(name="Stick Bone",
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description="Bone to freeze during transition",
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default="")
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bpy.utils.register_class(AnimationStitchSettings)
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@ -355,6 +361,8 @@ class ExtraToolsPanel(bpy.types.Panel):
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layout.prop_search(settings, "second_action", enduser_arm, "mocapNLATracks")
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layout.prop(settings, "blend_frame")
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layout.prop(settings, "blend_amount")
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layout.prop(settings, "second_offset")
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layout.prop_search(settings, "stick_bone", context.active_object.pose, "bones")
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layout.operator('mocap.animstitch', text="Stitch Animations")
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