blender/release/scripts/io/import_anim_bvh.py
Campbell Barton 873d4a3f05 py api
- mathutils.Color.hsv attribute. eg. material.diffuse_color.hsv = 0.2, 0.8, 0.4
- Vector/Euler/Quaternion/Color now only take a single seq arg.
- internal function for parsing arrays. (cleanup messy internal list/vector/tuple/seq parsing)
- didnt update rigify yet.
2010-04-25 19:27:59 +00:00

627 lines
23 KiB
Python

# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import math
from math import radians
import bpy
import mathutils
from mathutils import Vector, Euler, Matrix, RotationMatrix, TranslationMatrix
class bvh_node_class(object):
__slots__ = (
'name',# bvh joint name
'parent',# bvh_node_class type or None for no parent
'children',# a list of children of this type.
'rest_head_world',# worldspace rest location for the head of this node
'rest_head_local',# localspace rest location for the head of this node
'rest_tail_world',# # worldspace rest location for the tail of this node
'rest_tail_local',# # worldspace rest location for the tail of this node
'channels',# list of 6 ints, -1 for an unused channel, otherwise an index for the BVH motion data lines, lock triple then rot triple
'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.
'anim_data',# a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz)
'has_loc',# Conveinience function, bool, same as (channels[0]!=-1 or channels[1]!=-1 channels[2]!=-1)
'has_rot',# Conveinience function, bool, same as (channels[3]!=-1 or channels[4]!=-1 channels[5]!=-1)
'temp')# use this for whatever you want
def __init__(self, name, rest_head_world, rest_head_local, parent, channels, rot_order):
self.name = name
self.rest_head_world = rest_head_world
self.rest_head_local = rest_head_local
self.rest_tail_world = None
self.rest_tail_local = None
self.parent = parent
self.channels = channels
self.rot_order = rot_order
# convenience functions
self.has_loc = channels[0] != -1 or channels[1] != -1 or channels[2] != -1
self.has_rot = channels[3] != -1 or channels[4] != -1 or channels[5] != -1
self.children = []
# list of 6 length tuples: (lx,ly,lz, rx,ry,rz)
# even if the channels arnt used they will just be zero
#
self.anim_data = [(0, 0, 0, 0, 0, 0)]
def __repr__(self):
return 'BVH name:"%s", rest_loc:(%.3f,%.3f,%.3f), rest_tail:(%.3f,%.3f,%.3f)' %\
(self.name,\
self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z,\
self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z)
# Change the order rotation is applied.
MATRIX_IDENTITY_3x3 = Matrix([1, 0, 0], [0, 1, 0], [0, 0, 1])
MATRIX_IDENTITY_4x4 = Matrix([1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1])
def eulerRotate(x, y, z, rot_order):
# Clamp all values between 0 and 360, values outside this raise an error.
mats = [RotationMatrix(x, 3, 'X'), RotationMatrix(y, 3, 'Y'), RotationMatrix(z, 3, 'Z')]
return (MATRIX_IDENTITY_3x3 * mats[rot_order[0]] * (mats[rot_order[1]] * (mats[rot_order[2]]))).to_euler()
# Should work but doesnt!
'''
eul = Euler((x, y, z))
eul.order = "XYZ"[rot_order[0]] + "XYZ"[rot_order[1]] + "XYZ"[rot_order[2]]
return tuple(eul.to_matrix().to_euler())
'''
def read_bvh(context, file_path, ROT_MODE='XYZ', GLOBAL_SCALE=1.0):
# File loading stuff
# Open the file for importing
file = open(file_path, 'rU')
# Seperate into a list of lists, each line a list of words.
file_lines = file.readlines()
# Non standard carrage returns?
if len(file_lines) == 1:
file_lines = file_lines[0].split('\r')
# Split by whitespace.
file_lines = [ll for ll in [l.split() for l in file_lines] if ll]
# Create Hirachy as empties
if file_lines[0][0].lower() == 'hierarchy':
#print 'Importing the BVH Hierarchy for:', file_path
pass
else:
raise 'ERROR: This is not a BVH file'
bvh_nodes = {None: None}
bvh_nodes_serial = [None]
channelIndex = -1
lineIdx = 0 # An index for the file.
while lineIdx < len(file_lines) -1:
#...
if file_lines[lineIdx][0].lower() == 'root' or file_lines[lineIdx][0].lower() == 'joint':
# Join spaces into 1 word with underscores joining it.
if len(file_lines[lineIdx]) > 2:
file_lines[lineIdx][1] = '_'.join(file_lines[lineIdx][1:])
file_lines[lineIdx] = file_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 = file_lines[lineIdx][1]
#print '%snode: %s, parent: %s' % (len(bvh_nodes_serial) * ' ', name, bvh_nodes_serial[-1])
lineIdx += 2 # Incriment to the next line (Offset)
rest_head_local = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * GLOBAL_SCALE
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.
my_channel = [-1, -1, -1, -1, -1, -1]
my_rot_order = [None, None, None]
rot_count = 0
for channel in file_lines[lineIdx][2:]:
channel = channel.lower()
channelIndex += 1 # So the index points to the right channel
if channel == 'xposition':
my_channel[0] = channelIndex
elif channel == 'yposition':
my_channel[1] = channelIndex
elif channel == 'zposition':
my_channel[2] = channelIndex
elif channel == 'xrotation':
my_channel[3] = channelIndex
my_rot_order[rot_count] = 0
rot_count += 1
elif channel == 'yrotation':
my_channel[4] = channelIndex
my_rot_order[rot_count] = 1
rot_count += 1
elif channel == 'zrotation':
my_channel[5] = channelIndex
my_rot_order[rot_count] = 2
rot_count += 1
channels = file_lines[lineIdx][2:]
my_parent = bvh_nodes_serial[-1] # account for none
# Apply the parents offset accumletivly
if my_parent == None:
rest_head_world = Vector(rest_head_local)
else:
rest_head_world = my_parent.rest_head_world + rest_head_local
bvh_node = bvh_nodes[name] = bvh_node_class(name, rest_head_world, rest_head_local, my_parent, my_channel, my_rot_order)
# If we have another child then we can call ourselves a parent, else
bvh_nodes_serial.append(bvh_node)
# Account for an end node
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.
lineIdx += 2 # Incriment to the next line (Offset)
rest_tail = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * GLOBAL_SCALE
bvh_nodes_serial[-1].rest_tail_world = bvh_nodes_serial[-1].rest_head_world + rest_tail
bvh_nodes_serial[-1].rest_tail_local = bvh_nodes_serial[-1].rest_head_local + rest_tail
# Just so we can remove the Parents in a uniform way- End end never has kids
# so this is a placeholder
bvh_nodes_serial.append(None)
if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0] == '}': # == ['}']
bvh_nodes_serial.pop() # Remove the last item
if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0].lower() == 'motion':
#print '\nImporting motion data'
lineIdx += 3 # Set the cursor to the first frame
break
lineIdx += 1
# Remove the None value used for easy parent reference
del bvh_nodes[None]
# Dont use anymore
del bvh_nodes_serial
bvh_nodes_list = bvh_nodes.values()
while lineIdx < len(file_lines):
line = file_lines[lineIdx]
for bvh_node in bvh_nodes_list:
#for bvh_node in bvh_nodes_serial:
lx = ly = lz = rx = ry = rz = 0.0
channels = bvh_node.channels
anim_data = bvh_node.anim_data
if channels[0] != -1:
lx = GLOBAL_SCALE * float(line[channels[0]])
if channels[1] != -1:
ly = GLOBAL_SCALE * float(line[channels[1]])
if channels[2] != -1:
lz = GLOBAL_SCALE * float(line[channels[2]])
if channels[3] != -1 or channels[4] != -1 or channels[5] != -1:
rx, ry, rz = float(line[channels[3]]), float(line[channels[4]]), float(line[channels[5]])
if ROT_MODE != 'NATIVE':
rx, ry, rz = eulerRotate(radians(rx), radians(ry), radians(rz), bvh_node.rot_order)
else:
rx, ry, rz = radians(rx), radians(ry), radians(rz)
# Done importing motion data #
anim_data.append((lx, ly, lz, rx, ry, rz))
lineIdx += 1
# Assign children
for bvh_node in bvh_nodes.values():
bvh_node_parent = bvh_node.parent
if bvh_node_parent:
bvh_node_parent.children.append(bvh_node)
# Now set the tip of each bvh_node
for bvh_node in bvh_nodes.values():
if not bvh_node.rest_tail_world:
if len(bvh_node.children) == 0:
# could just fail here, but rare BVH files have childless nodes
bvh_node.rest_tail_world = Vector(bvh_node.rest_head_world)
bvh_node.rest_tail_local = Vector(bvh_node.rest_head_local)
elif len(bvh_node.children) == 1:
bvh_node.rest_tail_world = Vector(bvh_node.children[0].rest_head_world)
bvh_node.rest_tail_local = bvh_node.rest_head_local + bvh_node.children[0].rest_head_local
else:
# allow this, see above
#if not bvh_node.children:
# raise 'error, bvh node has no end and no children. bad file'
# Removed temp for now
rest_tail_world = Vector((0.0, 0.0, 0.0))
rest_tail_local = Vector((0.0, 0.0, 0.0))
for bvh_node_child in bvh_node.children:
rest_tail_world += bvh_node_child.rest_head_world
rest_tail_local += bvh_node_child.rest_head_local
bvh_node.rest_tail_world = rest_tail_world * (1.0 / len(bvh_node.children))
bvh_node.rest_tail_local = rest_tail_local * (1.0 / len(bvh_node.children))
# Make sure tail isnt the same location as the head.
if (bvh_node.rest_tail_local - bvh_node.rest_head_local).length <= 0.001 * GLOBAL_SCALE:
bvh_node.rest_tail_local.y = bvh_node.rest_tail_local.y + GLOBAL_SCALE / 10
bvh_node.rest_tail_world.y = bvh_node.rest_tail_world.y + GLOBAL_SCALE / 10
return bvh_nodes
def bvh_node_dict2objects(context, bvh_nodes, IMPORT_START_FRAME=1, IMPORT_LOOP=False):
if IMPORT_START_FRAME < 1:
IMPORT_START_FRAME = 1
scn = context.scene
scn.objects.selected = []
objects = []
def add_ob(name):
ob = scn.objects.new('Empty', None)
objects.append(ob)
return ob
# Add objects
for name, bvh_node in bvh_nodes.items():
bvh_node.temp = add_ob(name)
# Parent the objects
for bvh_node in bvh_nodes.values():
bvh_node.temp.makeParent([bvh_node_child.temp for bvh_node_child in bvh_node.children], 1, 0) # ojbs, noninverse, 1 = not fast.
# Offset
for bvh_node in bvh_nodes.values():
# Make relative to parents offset
bvh_node.temp.loc = bvh_node.rest_head_local
# Add tail objects
for name, bvh_node in bvh_nodes.items():
if not bvh_node.children:
ob_end = add_ob(name + '_end')
bvh_node.temp.makeParent([ob_end], 1, 0) # ojbs, noninverse, 1 = not fast.
ob_end.loc = bvh_node.rest_tail_local
# 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)):
Blender.Set('curframe', frame_current + IMPORT_START_FRAME)
for bvh_node in bvh_nodes.values():
lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current]
rest_head_local = bvh_node.rest_head_local
bvh_node.temp.loc = rest_head_local + Vector((lx, ly, lz))
bvh_node.temp.rot = rx, ry, rz
bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT) # XXX invalid
scn.update(1)
return objects
def bvh_node_dict2armature(context, bvh_nodes, ROT_MODE='XYZ', IMPORT_START_FRAME=1, IMPORT_LOOP=False):
if IMPORT_START_FRAME < 1:
IMPORT_START_FRAME = 1
# Add the new armature,
scn = context.scene
#XXX scn.objects.selected = []
for ob in scn.objects:
ob.selected = False
scn.set_frame(IMPORT_START_FRAME)
arm_data = bpy.data.armatures.new("MyBVH")
arm_ob = bpy.data.objects.new("MyBVH", arm_data)
scn.objects.link(arm_ob)
arm_ob.selected = True
scn.objects.active = arm_ob
print(scn.objects.active)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
# Get the average bone length for zero length bones, we may not use this.
average_bone_length = 0.0
nonzero_count = 0
for bvh_node in bvh_nodes.values():
l = (bvh_node.rest_head_local - bvh_node.rest_tail_local).length
if l:
average_bone_length += l
nonzero_count += 1
# Very rare cases all bones couldbe zero length???
if not average_bone_length:
average_bone_length = 0.1
else:
# Normal operation
average_bone_length = average_bone_length / nonzero_count
#XXX - sloppy operator code
bpy.ops.armature.delete()
bpy.ops.armature.select_all()
bpy.ops.armature.delete()
ZERO_AREA_BONES = []
for name, bvh_node in bvh_nodes.items():
# New editbone
bpy.ops.armature.bone_primitive_add(name="Bone")
bone = bvh_node.temp = arm_data.edit_bones[-1]
bone.name = name
# arm_data.bones[name]= bone
bone.head = bvh_node.rest_head_world
bone.tail = bvh_node.rest_tail_world
# ZERO AREA BONES.
if (bone.head - bone.tail).length < 0.001:
if bvh_node.parent:
ofs = bvh_node.parent.rest_head_local - bvh_node.parent.rest_tail_local
if ofs.length: # is our parent zero length also?? unlikely
bone.tail = bone.tail + ofs
else:
bone.tail.y = bone.tail.y + average_bone_length
else:
bone.tail.y = bone.tail.y + average_bone_length
ZERO_AREA_BONES.append(bone.name)
for bvh_node in bvh_nodes.values():
if bvh_node.parent:
# bvh_node.temp is the Editbone
# Set the bone parent
bvh_node.temp.parent = bvh_node.parent.temp
# Set the connection state
if not bvh_node.has_loc and\
bvh_node.parent and\
bvh_node.parent.temp.name not in ZERO_AREA_BONES and\
bvh_node.parent.rest_tail_local == bvh_node.rest_head_local:
bvh_node.temp.connected = True
# Replace the editbone with the editbone name,
# to avoid memory errors accessing the editbone outside editmode
for bvh_node in bvh_nodes.values():
bvh_node.temp = bvh_node.temp.name
#XXX arm_data.update()
# Now Apply the animation to the armature
# Get armature animation data
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.mode_set(mode='POSE', toggle=False)
pose = arm_ob.pose
pose_bones = pose.bones
if ROT_MODE == 'NATIVE':
eul_order_lookup = {\
(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():
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]
pose_bone.rotation_mode = eul_order_lookup[tuple(bvh_node.rot_order)]
elif ROT_MODE == 'XYZ':
print(2)
for pose_bone in pose_bones:
pose_bone.rotation_mode = 'XYZ'
else:
# Quats default
print(3)
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()
#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('XYZ', prev_euler[i]) # pose_bone.rotation_mode # TODO, XYZ default for now
pose_bone.rotation_euler = euler
prev_euler[i] = euler
if bvh_node.has_loc:
pose_bone.location = (bone_rest_matrix_inv * TranslationMatrix(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
from bpy.props import *
class BvhImporter(bpy.types.Operator):
'''Load a OBJ Motion Capture File'''
bl_idname = "import_anim.bvh"
bl_label = "Import BVH"
path = StringProperty(name="File Path", description="File path used for importing the OBJ file", maxlen=1024, default="")
scale = FloatProperty(name="Scale", description="Scale the BVH by this value", min=0.0001, max=1000000.0, soft_min=0.001, soft_max=100.0, default=0.1)
frame_start = IntProperty(name="Start Frame", description="Starting frame for the animation", default=1)
loop = BoolProperty(name="Loop", description="Loop the animation playback", default=False)
rotate_mode = EnumProperty(items=(
('QUATERNION', "Quaternion", "Convert rotations to quaternions"),
# ('NATIVE', "Euler (Native)", "Use the rotation order defined in the BVH file"),
('XYZ', "Euler (XYZ)", "Convert rotations to euler XYZ"),
# ('XZY', "Euler (XZY)", "Convert rotations to euler XZY"),
# ('YXZ', "Euler (YXZ)", "Convert rotations to euler YXZ"),
# ('YZX', "Euler (YZX)", "Convert rotations to euler YZX"),
# ('ZXY', "Euler (ZXY)", "Convert rotations to euler ZXY"),
# ('ZYX', "Euler (ZYX)", "Convert rotations to euler ZYX")),
),
name="Rotation",
description="Rotation conversion.",
default='QUATERNION')
def execute(self, context):
# print("Selected: " + context.active_object.name)
import time
t1 = time.time()
print('\tparsing bvh...', end="")
bvh_nodes = read_bvh(context, self.properties.path,
ROT_MODE=self.properties.rotate_mode,
GLOBAL_SCALE=self.properties.scale)
print('%.4f' % (time.time() - t1))
t1 = time.time()
print('\timporting to blender...', end="")
bvh_node_dict2armature(context, bvh_nodes,
ROT_MODE=self.properties.rotate_mode,
IMPORT_START_FRAME=self.properties.frame_start,
IMPORT_LOOP=self.properties.loop)
print('Done in %.4f\n' % (time.time() - t1))
return {'FINISHED'}
def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
def menu_func(self, context):
self.layout.operator(BvhImporter.bl_idname, text="Motion Capture (.bvh)")
def register():
bpy.types.register(BvhImporter)
bpy.types.INFO_MT_file_import.append(menu_func)
def unregister():
bpy.types.unregister(BvhImporter)
bpy.types.INFO_MT_file_import.remove(menu_func)
if __name__ == "__main__":
register()