forked from bartvdbraak/blender
d0c54d3d0e
- set_frame() --> frame_set() - set_context_pointer() --> context_pointer_set() material adding works for curves and metaballs, new function to remove materials. materials.link() didnt well fit how this is used elsewhere - order matters - it can be linked more than once. - remove(material), isnt that useful since you need to manage indicies. ... use list style functions instead. materials.append(mat) / materials.pop(index)
579 lines
21 KiB
Python
579 lines
21 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# Script copyright (C) Campbell Barton
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import math
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from math import radians
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import bpy
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import mathutils
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from mathutils import Vector, Euler, Matrix
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class bvh_node_class(object):
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__slots__ = (
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'name',# bvh joint name
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'parent',# bvh_node_class type or None for no parent
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'children',# a list of children of this type.
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'rest_head_world',# worldspace rest location for the head of this node
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'rest_head_local',# localspace rest location for the head of this node
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'rest_tail_world',# # worldspace rest location for the tail of this node
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'rest_tail_local',# # worldspace rest location for the tail of this node
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'channels',# list of 6 ints, -1 for an unused channel, otherwise an index for the BVH motion data lines, lock triple then rot triple
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'rot_order',# a triple of indicies as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation.
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'anim_data',# a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz)
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'has_loc',# Conveinience function, bool, same as (channels[0]!=-1 or channels[1]!=-1 channels[2]!=-1)
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'has_rot',# Conveinience function, bool, same as (channels[3]!=-1 or channels[4]!=-1 channels[5]!=-1)
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'temp')# use this for whatever you want
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def __init__(self, name, rest_head_world, rest_head_local, parent, channels, rot_order):
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self.name = name
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self.rest_head_world = rest_head_world
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self.rest_head_local = rest_head_local
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self.rest_tail_world = None
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self.rest_tail_local = None
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self.parent = parent
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self.channels = channels
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self.rot_order = rot_order
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# convenience functions
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self.has_loc = channels[0] != -1 or channels[1] != -1 or channels[2] != -1
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self.has_rot = channels[3] != -1 or channels[4] != -1 or channels[5] != -1
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self.children = []
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# list of 6 length tuples: (lx,ly,lz, rx,ry,rz)
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# even if the channels arnt used they will just be zero
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#
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self.anim_data = [(0, 0, 0, 0, 0, 0)]
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def __repr__(self):
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return 'BVH name:"%s", rest_loc:(%.3f,%.3f,%.3f), rest_tail:(%.3f,%.3f,%.3f)' %\
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(self.name,\
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self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z,\
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self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z)
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# Change the order rotation is applied.
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MATRIX_IDENTITY_3x3 = Matrix([1, 0, 0], [0, 1, 0], [0, 0, 1])
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MATRIX_IDENTITY_4x4 = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
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def eulerRotate(x, y, z, rot_order):
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# Clamp all values between 0 and 360, values outside this raise an error.
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mats = [Matrix.Rotation(x, 3, 'X'), Matrix.Rotation(y, 3, 'Y'), Matrix.Rotation(z, 3, 'Z')]
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return (MATRIX_IDENTITY_3x3 * mats[rot_order[0]] * (mats[rot_order[1]] * (mats[rot_order[2]]))).to_euler()
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# Should work but doesnt!
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'''
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eul = Euler((x, y, z))
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eul.order = "XYZ"[rot_order[0]] + "XYZ"[rot_order[1]] + "XYZ"[rot_order[2]]
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return tuple(eul.to_matrix().to_euler())
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'''
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def read_bvh(context, file_path, ROT_MODE='XYZ', GLOBAL_SCALE=1.0):
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# File loading stuff
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# Open the file for importing
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file = open(file_path, 'rU')
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# Seperate into a list of lists, each line a list of words.
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file_lines = file.readlines()
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# Non standard carrage returns?
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if len(file_lines) == 1:
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file_lines = file_lines[0].split('\r')
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# Split by whitespace.
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file_lines = [ll for ll in [l.split() for l in file_lines] if ll]
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# Create Hirachy as empties
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if file_lines[0][0].lower() == 'hierarchy':
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#print 'Importing the BVH Hierarchy for:', file_path
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pass
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else:
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raise 'ERROR: This is not a BVH file'
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bvh_nodes = {None: None}
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bvh_nodes_serial = [None]
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channelIndex = -1
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lineIdx = 0 # An index for the file.
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while lineIdx < len(file_lines) -1:
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#...
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if file_lines[lineIdx][0].lower() == 'root' or file_lines[lineIdx][0].lower() == 'joint':
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# Join spaces into 1 word with underscores joining it.
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if len(file_lines[lineIdx]) > 2:
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file_lines[lineIdx][1] = '_'.join(file_lines[lineIdx][1:])
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file_lines[lineIdx] = file_lines[lineIdx][:2]
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# MAY NEED TO SUPPORT MULTIPLE ROOT's HERE!!!, Still unsure weather multiple roots are possible.??
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# Make sure the names are unique- Object names will match joint names exactly and both will be unique.
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name = file_lines[lineIdx][1]
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#print '%snode: %s, parent: %s' % (len(bvh_nodes_serial) * ' ', name, bvh_nodes_serial[-1])
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lineIdx += 2 # Incriment to the next line (Offset)
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rest_head_local = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * GLOBAL_SCALE
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lineIdx += 1 # Incriment to the next line (Channels)
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# newChannel[Xposition, Yposition, Zposition, Xrotation, Yrotation, Zrotation]
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# newChannel references indecies to the motiondata,
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# if not assigned then -1 refers to the last value that will be added on loading at a value of zero, this is appended
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# We'll add a zero value onto the end of the MotionDATA so this is always refers to a value.
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my_channel = [-1, -1, -1, -1, -1, -1]
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my_rot_order = [None, None, None]
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rot_count = 0
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for channel in file_lines[lineIdx][2:]:
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channel = channel.lower()
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channelIndex += 1 # So the index points to the right channel
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if channel == 'xposition':
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my_channel[0] = channelIndex
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elif channel == 'yposition':
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my_channel[1] = channelIndex
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elif channel == 'zposition':
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my_channel[2] = channelIndex
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elif channel == 'xrotation':
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my_channel[3] = channelIndex
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my_rot_order[rot_count] = 0
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rot_count += 1
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elif channel == 'yrotation':
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my_channel[4] = channelIndex
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my_rot_order[rot_count] = 1
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rot_count += 1
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elif channel == 'zrotation':
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my_channel[5] = channelIndex
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my_rot_order[rot_count] = 2
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rot_count += 1
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channels = file_lines[lineIdx][2:]
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my_parent = bvh_nodes_serial[-1] # account for none
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# Apply the parents offset accumletivly
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if my_parent == None:
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rest_head_world = Vector(rest_head_local)
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else:
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rest_head_world = my_parent.rest_head_world + rest_head_local
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bvh_node = bvh_nodes[name] = bvh_node_class(name, rest_head_world, rest_head_local, my_parent, my_channel, my_rot_order)
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# If we have another child then we can call ourselves a parent, else
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bvh_nodes_serial.append(bvh_node)
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# Account for an end node
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if file_lines[lineIdx][0].lower() == 'end' and file_lines[lineIdx][1].lower() == 'site': # There is somtimes a name after 'End Site' but we will ignore it.
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lineIdx += 2 # Incriment to the next line (Offset)
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rest_tail = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * GLOBAL_SCALE
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bvh_nodes_serial[-1].rest_tail_world = bvh_nodes_serial[-1].rest_head_world + rest_tail
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bvh_nodes_serial[-1].rest_tail_local = bvh_nodes_serial[-1].rest_head_local + rest_tail
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# Just so we can remove the Parents in a uniform way- End end never has kids
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# so this is a placeholder
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bvh_nodes_serial.append(None)
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if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0] == '}': # == ['}']
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bvh_nodes_serial.pop() # Remove the last item
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if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0].lower() == 'motion':
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#print '\nImporting motion data'
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lineIdx += 3 # Set the cursor to the first frame
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break
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lineIdx += 1
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# Remove the None value used for easy parent reference
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del bvh_nodes[None]
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# Dont use anymore
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del bvh_nodes_serial
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bvh_nodes_list = bvh_nodes.values()
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while lineIdx < len(file_lines):
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line = file_lines[lineIdx]
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for bvh_node in bvh_nodes_list:
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#for bvh_node in bvh_nodes_serial:
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lx = ly = lz = rx = ry = rz = 0.0
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channels = bvh_node.channels
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anim_data = bvh_node.anim_data
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if channels[0] != -1:
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lx = GLOBAL_SCALE * float(line[channels[0]])
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if channels[1] != -1:
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ly = GLOBAL_SCALE * float(line[channels[1]])
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if channels[2] != -1:
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lz = GLOBAL_SCALE * float(line[channels[2]])
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if channels[3] != -1 or channels[4] != -1 or channels[5] != -1:
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rx, ry, rz = float(line[channels[3]]), float(line[channels[4]]), float(line[channels[5]])
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if ROT_MODE != 'NATIVE':
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rx, ry, rz = eulerRotate(radians(rx), radians(ry), radians(rz), bvh_node.rot_order)
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else:
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rx, ry, rz = radians(rx), radians(ry), radians(rz)
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# Done importing motion data #
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anim_data.append((lx, ly, lz, rx, ry, rz))
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lineIdx += 1
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# Assign children
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for bvh_node in bvh_nodes.values():
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bvh_node_parent = bvh_node.parent
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if bvh_node_parent:
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bvh_node_parent.children.append(bvh_node)
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# Now set the tip of each bvh_node
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for bvh_node in bvh_nodes.values():
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if not bvh_node.rest_tail_world:
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if len(bvh_node.children) == 0:
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# could just fail here, but rare BVH files have childless nodes
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bvh_node.rest_tail_world = Vector(bvh_node.rest_head_world)
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bvh_node.rest_tail_local = Vector(bvh_node.rest_head_local)
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elif len(bvh_node.children) == 1:
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bvh_node.rest_tail_world = Vector(bvh_node.children[0].rest_head_world)
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bvh_node.rest_tail_local = bvh_node.rest_head_local + bvh_node.children[0].rest_head_local
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else:
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# allow this, see above
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#if not bvh_node.children:
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# raise 'error, bvh node has no end and no children. bad file'
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# Removed temp for now
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rest_tail_world = Vector((0.0, 0.0, 0.0))
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rest_tail_local = Vector((0.0, 0.0, 0.0))
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for bvh_node_child in bvh_node.children:
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rest_tail_world += bvh_node_child.rest_head_world
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rest_tail_local += bvh_node_child.rest_head_local
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bvh_node.rest_tail_world = rest_tail_world * (1.0 / len(bvh_node.children))
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bvh_node.rest_tail_local = rest_tail_local * (1.0 / len(bvh_node.children))
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# Make sure tail isnt the same location as the head.
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if (bvh_node.rest_tail_local - bvh_node.rest_head_local).length <= 0.001 * GLOBAL_SCALE:
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bvh_node.rest_tail_local.y = bvh_node.rest_tail_local.y + GLOBAL_SCALE / 10
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bvh_node.rest_tail_world.y = bvh_node.rest_tail_world.y + GLOBAL_SCALE / 10
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return bvh_nodes
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def bvh_node_dict2objects(context, bvh_nodes, IMPORT_START_FRAME=1, IMPORT_LOOP=False):
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if IMPORT_START_FRAME < 1:
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IMPORT_START_FRAME = 1
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scn = context.scene
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scn.objects.selected = []
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objects = []
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def add_ob(name):
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ob = scn.objects.new('Empty', None)
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objects.append(ob)
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return ob
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# Add objects
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for name, bvh_node in bvh_nodes.items():
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bvh_node.temp = add_ob(name)
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# Parent the objects
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for bvh_node in bvh_nodes.values():
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bvh_node.temp.makeParent([bvh_node_child.temp for bvh_node_child in bvh_node.children], 1, 0) # ojbs, noninverse, 1 = not fast.
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# Offset
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for bvh_node in bvh_nodes.values():
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# Make relative to parents offset
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bvh_node.temp.loc = bvh_node.rest_head_local
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# Add tail objects
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for name, bvh_node in bvh_nodes.items():
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if not bvh_node.children:
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ob_end = add_ob(name + '_end')
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bvh_node.temp.makeParent([ob_end], 1, 0) # ojbs, noninverse, 1 = not fast.
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ob_end.loc = bvh_node.rest_tail_local
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# Animate the data, the last used bvh_node will do since they all have the same number of frames
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for frame_current in range(len(bvh_node.anim_data)):
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Blender.Set('curframe', frame_current + IMPORT_START_FRAME)
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for bvh_node in bvh_nodes.values():
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lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current]
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rest_head_local = bvh_node.rest_head_local
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bvh_node.temp.loc = rest_head_local + Vector((lx, ly, lz))
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bvh_node.temp.rot = rx, ry, rz
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bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT) # XXX invalid
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scn.update(1)
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return objects
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def bvh_node_dict2armature(context, bvh_nodes, ROT_MODE='XYZ', IMPORT_START_FRAME=1, IMPORT_LOOP=False):
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if IMPORT_START_FRAME < 1:
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IMPORT_START_FRAME = 1
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# Add the new armature,
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scn = context.scene
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#XXX scn.objects.selected = []
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for ob in scn.objects:
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ob.select = False
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scn.frame_set(IMPORT_START_FRAME)
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arm_data = bpy.data.armatures.new("MyBVH")
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arm_ob = bpy.data.objects.new("MyBVH", arm_data)
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scn.objects.link(arm_ob)
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arm_ob.select = True
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scn.objects.active = arm_ob
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print(scn.objects.active)
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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# Get the average bone length for zero length bones, we may not use this.
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average_bone_length = 0.0
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nonzero_count = 0
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for bvh_node in bvh_nodes.values():
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l = (bvh_node.rest_head_local - bvh_node.rest_tail_local).length
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if l:
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average_bone_length += l
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nonzero_count += 1
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# Very rare cases all bones couldbe zero length???
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if not average_bone_length:
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average_bone_length = 0.1
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else:
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# Normal operation
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average_bone_length = average_bone_length / nonzero_count
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#XXX - sloppy operator code
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bpy.ops.armature.delete()
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bpy.ops.armature.select_all()
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bpy.ops.armature.delete()
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ZERO_AREA_BONES = []
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for name, bvh_node in bvh_nodes.items():
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# New editbone
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bpy.ops.armature.bone_primitive_add(name="Bone")
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bone = bvh_node.temp = arm_data.edit_bones[-1]
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bone.name = name
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# arm_data.bones[name]= bone
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bone.head = bvh_node.rest_head_world
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bone.tail = bvh_node.rest_tail_world
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# ZERO AREA BONES.
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if (bone.head - bone.tail).length < 0.001:
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if bvh_node.parent:
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ofs = bvh_node.parent.rest_head_local - bvh_node.parent.rest_tail_local
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if ofs.length: # is our parent zero length also?? unlikely
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bone.tail = bone.tail + ofs
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else:
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bone.tail.y = bone.tail.y + average_bone_length
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else:
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bone.tail.y = bone.tail.y + average_bone_length
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ZERO_AREA_BONES.append(bone.name)
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for bvh_node in bvh_nodes.values():
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if bvh_node.parent:
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# bvh_node.temp is the Editbone
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# Set the bone parent
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bvh_node.temp.parent = bvh_node.parent.temp
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# Set the connection state
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if not bvh_node.has_loc and\
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bvh_node.parent and\
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bvh_node.parent.temp.name not in ZERO_AREA_BONES and\
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bvh_node.parent.rest_tail_local == bvh_node.rest_head_local:
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bvh_node.temp.use_connect = True
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# Replace the editbone with the editbone name,
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# to avoid memory errors accessing the editbone outside editmode
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for bvh_node in bvh_nodes.values():
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bvh_node.temp = bvh_node.temp.name
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#XXX arm_data.update()
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# Now Apply the animation to the armature
|
|
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# Get armature animation data
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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bpy.ops.object.mode_set(mode='POSE', toggle=False)
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|
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pose = arm_ob.pose
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pose_bones = pose.bones
|
|
|
|
if ROT_MODE == 'NATIVE':
|
|
eul_order_lookup = {\
|
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(0, 1, 2): 'XYZ',
|
|
(0, 2, 1): 'XZY',
|
|
(1, 0, 2): 'YXZ',
|
|
(1, 2, 0): 'YZX',
|
|
(2, 0, 1): 'ZXY',
|
|
(2, 1, 0): 'ZYX'}
|
|
|
|
for bvh_node in bvh_nodes.values():
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bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
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pose_bone = pose_bones[bone_name]
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pose_bone.rotation_mode = eul_order_lookup[tuple(bvh_node.rot_order)]
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|
|
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elif ROT_MODE != 'QUATERNION':
|
|
for pose_bone in pose_bones:
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|
pose_bone.rotation_mode = ROT_MODE
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|
else:
|
|
# Quats default
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|
pass
|
|
|
|
context.scene.update()
|
|
|
|
bpy.ops.pose.select_all() # set
|
|
bpy.ops.anim.keyframe_insert_menu(type=-4) # XXX - -4 ???
|
|
|
|
|
|
#XXX action = Blender.Armature.NLA.NewAction("Action")
|
|
#XXX action.setActive(arm_ob)
|
|
|
|
#bpy.ops.action.new()
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|
#action = bpy.data.actions[-1]
|
|
|
|
# arm_ob.animation_data.action = action
|
|
action = arm_ob.animation_data.action
|
|
|
|
# Replace the bvh_node.temp (currently an editbone)
|
|
# With a tuple (pose_bone, armature_bone, bone_rest_matrix, bone_rest_matrix_inv)
|
|
for bvh_node in bvh_nodes.values():
|
|
bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened.
|
|
pose_bone = pose_bones[bone_name]
|
|
rest_bone = arm_data.bones[bone_name]
|
|
bone_rest_matrix = rest_bone.matrix_local.rotation_part()
|
|
|
|
|
|
bone_rest_matrix_inv = Matrix(bone_rest_matrix)
|
|
bone_rest_matrix_inv.invert()
|
|
|
|
bone_rest_matrix_inv.resize4x4()
|
|
bone_rest_matrix.resize4x4()
|
|
bvh_node.temp = (pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv)
|
|
|
|
|
|
# Make a dict for fast access without rebuilding a list all the time.
|
|
|
|
# KEYFRAME METHOD, SLOW, USE IPOS DIRECT
|
|
# TODO: use f-point samples instead (Aligorith)
|
|
|
|
if ROT_MODE != 'QUATERNION':
|
|
prev_euler = [Euler() for i in range(len(bvh_nodes))]
|
|
|
|
# Animate the data, the last used bvh_node will do since they all have the same number of frames
|
|
for frame_current in range(len(bvh_node.anim_data)-1): # skip the first frame (rest frame)
|
|
# print frame_current
|
|
|
|
# if frame_current==40: # debugging
|
|
# break
|
|
|
|
# Dont neet to set the current frame
|
|
for i, bvh_node in enumerate(bvh_nodes.values()):
|
|
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv = bvh_node.temp
|
|
lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current + 1]
|
|
|
|
if bvh_node.has_rot:
|
|
bone_rotation_matrix = Euler((rx, ry, rz)).to_matrix().resize4x4()
|
|
bone_rotation_matrix = bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix
|
|
|
|
if ROT_MODE == 'QUATERNION':
|
|
pose_bone.rotation_quaternion = bone_rotation_matrix.to_quat()
|
|
else:
|
|
euler = bone_rotation_matrix.to_euler(pose_bone.rotation_mode, prev_euler[i])
|
|
pose_bone.rotation_euler = euler
|
|
prev_euler[i] = euler
|
|
|
|
if bvh_node.has_loc:
|
|
pose_bone.location = (bone_rest_matrix_inv * Matrix.Translation(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
|
|
|
|
if bvh_node.has_loc:
|
|
pose_bone.keyframe_insert("location")
|
|
if bvh_node.has_rot:
|
|
if ROT_MODE == 'QUATERNION':
|
|
pose_bone.keyframe_insert("rotation_quaternion")
|
|
else:
|
|
pose_bone.keyframe_insert("rotation_euler")
|
|
|
|
|
|
# bpy.ops.anim.keyframe_insert_menu(type=-4) # XXX - -4 ???
|
|
bpy.ops.screen.frame_offset(delta=1)
|
|
|
|
for cu in action.fcurves:
|
|
if IMPORT_LOOP:
|
|
pass # 2.5 doenst have cyclic now?
|
|
|
|
for bez in cu.keyframe_points:
|
|
bez.interpolation = 'LINEAR'
|
|
|
|
return arm_ob
|
|
|
|
|
|
def load(operator, context, filepath="", rotate_mode='NATIVE', scale=1.0, use_cyclic=False, frame_start=1):
|
|
import time
|
|
t1 = time.time()
|
|
print('\tparsing bvh %r...' % filepath, end="")
|
|
|
|
bvh_nodes = read_bvh(context, filepath,
|
|
ROT_MODE=rotate_mode,
|
|
GLOBAL_SCALE=scale)
|
|
|
|
print('%.4f' % (time.time() - t1))
|
|
t1 = time.time()
|
|
print('\timporting to blender...', end="")
|
|
|
|
bvh_node_dict2armature(context, bvh_nodes,
|
|
ROT_MODE=rotate_mode,
|
|
IMPORT_START_FRAME=frame_start,
|
|
IMPORT_LOOP=use_cyclic)
|
|
|
|
print('Done in %.4f\n' % (time.time() - t1))
|
|
|
|
return {'FINISHED'}
|