blender/release/scripts/bvh_import.py
Matt Ebb d34f89b755 * Edited and consistent-ified the File->Import menu item labels and fileselect button labels, as discussed on the forums.
* Added items for importing DXF, VRML, etc. in the File->Import menu, that just call the normal Open function. Most people don't even know that you can open these formats through the normal Open fileselect, so this will make it more obvious.

* Removed the 'Export Selected' menu, and put poor old lonely STL in the Import and Export menus too. Most of the exporters export only the selected object anyway, so it's not really a necessary distinction to make.
2004-06-11 02:12:37 +00:00

445 lines
15 KiB
Python

#!BPY
"""
Name: 'Motion Capture (.bvh)...'
Blender: 232
Group: 'Import'
Tip: 'Import a (.bvh) motion capture file'
"""
# $Id$
#
#===============================================#
# 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 script #
# email me ideasman@linuxmail.org #
#===============================================#
#===============================================#
# TODO: #
# * Create bones when importing #
# * Make an IPO jitter removal script #
# * Work out a better naming system #
#===============================================#
# --------------------------------------------------------------------------
# BVH Import v0.9 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 string
import math
import Blender
from Blender import Window, Object, Scene, Ipo
from Blender.Scene import Render
# # PSYCO IS CRASHING ON MY SYSTEM
# # Attempt to load psyco, speed things up
# try:
# print 'using psyco to speed up BVH importing'
# import psyco
# psyco.full()
#
# except:
# print 'psyco is not present on this system'
# Update as we load?
debug = 0
# Global scale facctor # sHOULD BE 1 BY DEFAULT
scale = 1
# Get the current scene.
scn = Scene.GetCurrent()
context = scn.getRenderingContext()
# 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 = []
def MAT(m):
if len(m) == 3:
return Blender.Mathutils.Matrix(m[0], m[1], m[2])
elif len(m) == 4:
return Blender.Mathutils.Matrix(m[0], m[1], m[2], m[3])
#===============================================#
# eulerRotation: converts X, Y, Z rotation #
# to eular Rotation. This entire function #
# is copied from Reevan Mckay's BVH script #
#===============================================#
# Vars used in eular rotation funtcion
DEG_TO_RAD = math.pi/180.0
RAD_TO_DEG = 180.0/math.pi
PI=3.14159
def eulerRotate(x,y,z):
#=================================
def RVMatMult3 (mat1,mat2):
#=================================
mat3=[[0.0,0.0,0.0],[0.0,0.0,0.0],[0.0,0.0,0.0]]
for i in range(3):
for k in range(3):
for j in range(3):
mat3[i][k]=mat3[i][k]+mat1[i][j]*mat2[j][k]
mat1 = mat2 = i = k = j = None # Save memory
return mat3
#=================================
def RVAxisAngleToMat3 (rot4):
# Takes a direction vector and
# a rotation (in rads) and
# returns the rotation matrix.
# Graphics Gems I p. 466:
#=================================
mat3=[[0.0,0.0,0.0],[0.0,0.0,0.0],[0.0,0.0,0.0]]
if math.fabs(rot4[3])>0.01:
s=math.sin(rot4[3])
c=math.cos(rot4[3])
t=1.0-math.cos(rot4[3])
else:
s=rot4[3]
c=1.0
t=0.0
x=rot4[0]; y=rot4[1]; z=rot4[2]
mat3[0][0]=t*x*x+c
mat3[0][1]=t*x*y+s*z
mat3[0][2]=t*x*z-s*y
mat3[1][0]=t*x*y-s*z
mat3[1][1]=t*y*y+c
mat3[1][2]=t*y*z+s*x
mat3[2][0]=t*x*z+s*y
mat3[2][1]=t*y*z-s*x
mat3[2][2]=t*z*z+c
rot4 = s = c = t = x = y = z = None # Save some memory
return mat3
eul = [x,y,z]
for jj in range(3):
while eul[jj] < 0:
eul[jj] = eul[jj] + 360.0
while eul[jj] >= 360.0:
eul[jj] = eul[jj] - 360.0
eul[0] = eul[0]*DEG_TO_RAD
eul[1] = eul[1]*DEG_TO_RAD
eul[2] = eul[2]*DEG_TO_RAD
xmat=RVAxisAngleToMat3([1,0,0,eul[0]])
ymat=RVAxisAngleToMat3([0,1,0,eul[1]])
zmat=RVAxisAngleToMat3([0,0,1,eul[2]])
mat=[[1.0,0.0,0.0],[0.0,1.0,0.0],[0.0,0.0,1.0]]
# Standard BVH multiplication order
mat=RVMatMult3 (zmat,mat)
mat=RVMatMult3 (xmat,mat)
mat=RVMatMult3 (ymat,mat)
'''
# Screwy Animation Master BVH multiplcation order
mat=RVMatMult3 (ymat,mat)
mat=RVMatMult3 (xmat,mat)
mat=RVMatMult3 (zmat,mat)
'''
mat = MAT(mat)
eul = mat.toEuler()
x =- eul[0]/-10
y =- eul[1]/-10
z =- eul[2]/-10
eul = mat = zmat = xmat = ymat = jj = None
return x, y, z # Returm euler roration values.
#===============================================#
# makeJoint: Here we use the node data #
# from the BVA file to create an empty #
#===============================================#
def makeJoint(name, parent, prefix, offset, channels):
# Make Empty, with the prefix in front of the name
ob = Object.New('Empty', prefix + name) # New object, ob is shorter and nicer to use.
scn.link(ob) # place the object in the current scene
# Offset Empty
ob.setLocation(offset[0]*scale, offset[1]*scale, offset[2]*scale)
# Make me a child of another empty.
# Vale of None will make the empty a root node (no parent)
if parent[-1] != None:
obParent = Object.Get(prefix + parent[-1]) # We use this a bit so refrence it here.
obParent.makeParent([ob], 0, 1) #ojbs, noninverse, 1 = not fast.
# Add Ipo's for necessary channels
newIpo = Ipo.New('Object', prefix + name)
ob.setIpo(newIpo)
for channelType in channels:
if channelType == 'Xposition':
newIpo.addCurve('LocX')
newIpo.getCurve('LocX').setInterpolation('Linear')
if channelType == 'Yposition':
newIpo.addCurve('LocY')
newIpo.getCurve('LocY').setInterpolation('Linear')
if channelType == 'Zposition':
newIpo.addCurve('LocZ')
newIpo.getCurve('LocZ').setInterpolation('Linear')
if channelType == 'Zrotation':
newIpo.addCurve('RotZ')
newIpo.getCurve('RotZ').setInterpolation('Linear')
if channelType == 'Yrotation':
newIpo.addCurve('RotY')
newIpo.getCurve('RotY').setInterpolation('Linear')
if channelType == 'Xrotation':
newIpo.addCurve('RotX')
newIpo.getCurve('RotX').setInterpolation('Linear')
# Add to object list
objectList.append(ob)
ob = newIpo = opParent = None
# 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, prefix, offset):
# Make Empty, with the prefix in front of the name, end nodes have no name so call it its parents name+'_end'
ob = Object.New('Empty', prefix + parent[-1] + '_end') # New object, ob is shorter and nicer to use.
scn.link(ob)
# Dont check for a parent, an end node MUST have a parent
obParent = Object.Get(prefix + parent[-1]) # We use this a bit so refrence it here.
obParent.makeParent([ob], 0, 1) #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()
#===============================================#
# MAIN FUNCTION - All things are done from here #
#===============================================#
def loadBVH(filename):
print ''
print 'BVH Importer 1.0 by Campbell Barton (Ideasman) - ideasman@linuxmail.org'
# File loading stuff
# Open the file for importing
file = open(filename, 'r')
fileData = file.readlines()
# Make a list of lines
lines = []
for fileLine in fileData:
newLine = string.split(fileLine)
if newLine != []:
lines.append(string.split(fileLine))
fileData = None
# End file loading code
# Call object names with this prefix, mainly for scenes with multiple BVH's - Can imagine most partr names are the same
# So in future
#prefix = str(len(lines)) + '_'
prefix = '_'
# 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 [(<objectName>, [channelType1, channelType2...]), (<objectName>, [channelType1, channelType2...)]
channelList = []
channelIndex = -1
lineIdx = 1 # An index for the file.
while lineIdx < len(lines) -1:
#...
if lines[lineIdx][0] == 'ROOT' or lines[lineIdx][0] == 'JOINT':
# MAY NEED TO SUPPORT MULTIPLE ROOT's HERE!!!, Still unsure weather multiple roots are possible.??
print len(parent) * ' ' + 'node:',lines[lineIdx][1],' parent:',parent[-1]
name = lines[lineIdx][1]
lineIdx += 2 # Incriment to the next line (Offset)
offset = ( eval(lines[lineIdx][1]), eval(lines[lineIdx][2]), eval(lines[lineIdx][3]) )
lineIdx += 1 # Incriment to the next line (Channels)
# newChannel[Xposition, Yposition, Zposition, Xrotation, Yrotation, Zrotation]
# newChannel has Indecies to the motiondata,
# -1 refers to the last value that will be added on loading at a value of zero
# 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, prefix, 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 afetr 'End Site' but we will ignore it.
lineIdx += 2 # Incriment to the next line (Offset)
offset = ( eval(lines[lineIdx][1]), eval(lines[lineIdx][2]), eval(lines[lineIdx][3]) )
makeEnd(parent, prefix, 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 lines[lineIdx] == ['}']:
parent = parent[:-1] # Remove the last item
#=============================================#
# BVH Structure loaded, Now import motion #
#=============================================#
if lines[lineIdx] == ['MOTION']:
print '\nImporting motion data'
lineIdx += 3 # Set the cursor to the forst frame
#=============================================#
# Loop through frames, each line a frame #
#=============================================#
currentFrame = 1
print 'frames: ',
#=============================================#
# Add a ZERO keyframe, this keeps the rig #
# so when we export we know where all the #
# joints start from #
#=============================================#
obIdx = 0
while obIdx < len(objectList) -1:
if channelList[obIdx][0] != -1:
objectList[obIdx].getIpo().getCurve('LocX').addBezier((currentFrame,0))
if channelList[obIdx][1] != -1:
objectList[obIdx].getIpo().getCurve('LocY').addBezier((currentFrame,0))
if channelList[obIdx][2] != -1:
objectList[obIdx].getIpo().getCurve('LocZ').addBezier((currentFrame,0))
if channelList[obIdx][3] != '-1' or channelList[obIdx][4] != '-1' or channelList[obIdx][5] != '-1':
objectList[obIdx].getIpo().getCurve('RotX').addBezier((currentFrame,0))
objectList[obIdx].getIpo().getCurve('RotY').addBezier((currentFrame,0))
objectList[obIdx].getIpo().getCurve('RotZ').addBezier((currentFrame,0))
obIdx += 1
while lineIdx < len(lines):
# 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(lines[lineIdx]) < len(objectList):
print '...ending on unknown tags'
break
currentFrame += 1 # Incriment to next frame
#=============================================#
# Import motion data and assign it to an IPO #
#=============================================#
lines[lineIdx].append('0') # Use this as a dummy var for objects that dont have a rotate channel.
obIdx = 0
if debug: Blender.Redraw()
while obIdx < len(objectList) -1:
if channelList[obIdx][0] != -1:
objectList[obIdx].getIpo().getCurve('LocX').addBezier((currentFrame, scale * eval(lines[lineIdx][channelList[obIdx][0]])))
if channelList[obIdx][1] != -1:
objectList[obIdx].getIpo().getCurve('LocY').addBezier((currentFrame, scale * eval(lines[lineIdx][channelList[obIdx][1]])))
if channelList[obIdx][2] != -1:
objectList[obIdx].getIpo().getCurve('LocZ').addBezier((currentFrame, scale * eval(lines[lineIdx][channelList[obIdx][2]])))
if channelList[obIdx][3] != '-1' or channelList[obIdx][4] != '-1' or channelList[obIdx][5] != '-1':
x, y, z = eulerRotate(eval(lines[lineIdx][channelList[obIdx][3]]), eval(lines[lineIdx][channelList[obIdx][4]]), eval(lines[lineIdx][channelList[obIdx][5]]))
objectList[obIdx].getIpo().getCurve('RotX').addBezier((currentFrame, x))
objectList[obIdx].getIpo().getCurve('RotY').addBezier((currentFrame, y))
objectList[obIdx].getIpo().getCurve('RotZ').addBezier((currentFrame, z))
obIdx += 1
# Done importing motion data #
lines[lineIdx] = None # Scrap old motion data, save some memory?
lineIdx += 1
# We have finished now
print currentFrame, 'done.'
# No point in looking further, when this loop is done
# There is nothine else left to do
print 'Imported ', currentFrame, ' frames'
break
# Main file loop
lineIdx += 1
Blender.Window.FileSelector(loadBVH, "Import BVH")