blender/release/scripts/modules/bpy_extras/anim_utils.py
Bastien Montagne c587c985e8 Fix [#33424] Inadequate bake action.
bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints).

Incidentally, this greatly simplifies the code of bake_action!
2012-12-28 13:34:19 +00:00

214 lines
7.2 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
__all__ = (
"bake_action",
)
import bpy
def bake_action(frame_start,
frame_end,
frame_step=1,
only_selected=False,
do_pose=True,
do_object=True,
do_constraint_clear=False,
do_clean=False,
action=None,
):
"""
Return an image from the file path with options to search multiple paths
and return a placeholder if its not found.
:arg frame_start: First frame to bake.
:type frame_start: int
:arg frame_end: Last frame to bake.
:type frame_end: int
:arg frame_step: Frame step.
:type frame_step: int
:arg only_selected: Only bake selected data.
:type only_selected: bool
:arg do_pose: Bake pose channels.
:type do_pose: bool
:arg do_object: Bake objects.
:type do_object: bool
:arg do_constraint_clear: Remove constraints (and do 'visual keying').
:type do_constraint_clear: bool
:arg do_clean: Remove redundant keyframes after baking.
:type do_clean: bool
:arg action: An action to bake the data into, or None for a new action
to be created.
:type action: :class:`bpy.types.Action` or None
:return: an action or None
:rtype: :class:`bpy.types.Action`
"""
# -------------------------------------------------------------------------
# Helper Functions and vars
def pose_frame_info(obj, do_visual_keying):
matrix = {}
for name, pbone in obj.pose.bones.items():
if do_visual_keying:
# Get the final transform of the bone in its own local space...
matrix[name] = obj.convert_space(pbone, pbone.matrix, 'POSE', 'LOCAL')
else:
matrix[name] = pbone.matrix_basis.copy()
return matrix
def obj_frame_info(obj, do_visual_keying):
return obj.matrix_local.copy() if do_visual_keying else obj.matrix_basis.copy()
# -------------------------------------------------------------------------
# Setup the Context
# TODO, pass data rather then grabbing from the context!
scene = bpy.context.scene
obj = bpy.context.object
frame_back = scene.frame_current
if obj.pose is None:
do_pose = False
if not (do_pose or do_object):
return None
pose_info = []
obj_info = []
options = {'INSERTKEY_NEEDED'}
frame_range = range(frame_start, frame_end + 1, frame_step)
# -------------------------------------------------------------------------
# Collect transformations
for f in frame_range:
scene.frame_set(f)
if do_pose:
pose_info.append(pose_frame_info(obj, do_constraint_clear))
if do_object:
obj_info.append(obj_frame_info(obj, do_constraint_clear))
# -------------------------------------------------------------------------
# Create action
# in case animation data hasn't been created
atd = obj.animation_data_create()
if action is None:
action = bpy.data.actions.new("Action")
atd.action = action
# -------------------------------------------------------------------------
# Apply transformations to action
# pose
if do_pose:
for name, pbone in obj.pose.bones.items():
if only_selected and not pbone.bone.select:
continue
if do_constraint_clear:
while pbone.constraints:
pbone.constraints.remove(pbone.constraints[0])
# create compatible eulers
euler_prev = None
for (f, matrix) in zip(frame_range, pose_info):
pbone.matrix_basis = matrix[name].copy()
pbone.keyframe_insert("location", -1, f, name, options)
rotation_mode = pbone.rotation_mode
if rotation_mode == 'QUATERNION':
pbone.keyframe_insert("rotation_quaternion", -1, f, name, options)
elif rotation_mode == 'AXIS_ANGLE':
pbone.keyframe_insert("rotation_axis_angle", -1, f, name, options)
else: # euler, XYZ, ZXY etc
if euler_prev is not None:
euler = pbone.rotation_euler.copy()
euler.make_compatible(euler_prev)
pbone.rotation_euler = euler
euler_prev = euler
del euler
else:
euler_prev = pbone.rotation_euler.copy()
pbone.keyframe_insert("rotation_euler", -1, f, name, options)
pbone.keyframe_insert("scale", -1, f, name, options)
# object. TODO. multiple objects
if do_object:
if do_constraint_clear:
while obj.constraints:
obj.constraints.remove(obj.constraints[0])
# create compatible eulers
euler_prev = None
for (f, matrix) in zip(frame_range, obj_info):
obj.matrix_basis = matrix[name]
obj.keyframe_insert("location", -1, f, options)
rotation_mode = obj.rotation_mode
if rotation_mode == 'QUATERNION':
obj.keyframe_insert("rotation_quaternion", -1, f, options)
elif rotation_mode == 'AXIS_ANGLE':
obj.keyframe_insert("rotation_axis_angle", -1, f, options)
else: # euler, XYZ, ZXY etc
if euler_prev is not None:
euler = obj.rotation_euler.copy()
euler.make_compatible(euler_prev)
obj.rotation_euler = euler
euler_prev = euler
del euler
else:
euler_prev = obj.rotation_euler.copy()
obj.keyframe_insert("rotation_euler", -1, f, options)
obj.keyframe_insert("scale", -1, f, options)
# -------------------------------------------------------------------------
# Clean
if do_clean:
for fcu in action.fcurves:
keyframe_points = fcu.keyframe_points
i = 1
while i < len(fcu.keyframe_points) - 1:
val_prev = keyframe_points[i - 1].co[1]
val_next = keyframe_points[i + 1].co[1]
val = keyframe_points[i].co[1]
if abs(val - val_prev) + abs(val - val_next) < 0.0001:
keyframe_points.remove(keyframe_points[i])
else:
i += 1
scene.frame_set(frame_back)
return action