blender/release/scripts/bvh_import.py
Campbell Barton 6b9e817032 bugfix [#18949] bvh import does not do single rigid bodies
these BVH files are not that common but may as well support it.
2009-06-26 02:49:47 +00:00

757 lines
25 KiB
Python

#!BPY
"""
Name: 'Motion Capture (.bvh)...'
Blender: 242
Group: 'Import'
Tip: 'Import a (.bvh) motion capture file'
"""
__author__ = "Campbell Barton"
__url__ = ("blender.org", "blenderartists.org")
__version__ = "1.90 06/08/01"
__bpydoc__ = """\
This script imports BVH motion capture data to Blender.
as empties or armatures.
"""
# --------------------------------------------------------------------------
# BVH Import v2.0 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 Blender
import bpy
import BPyMessages
Vector= Blender.Mathutils.Vector
Euler= Blender.Mathutils.Euler
Matrix= Blender.Mathutils.Matrix
RotationMatrix = Blender.Mathutils.RotationMatrix
TranslationMatrix= Blender.Mathutils.TranslationMatrix
DEG2RAD = 0.017453292519943295
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%360,3,'x'), RotationMatrix(y%360,3,'y'), RotationMatrix(z%360,3,'z')]
# print rot_order
# Standard BVH multiplication order, apply the rotation in the order Z,X,Y
return (mats[rot_order[2]]*(mats[rot_order[1]]* (mats[rot_order[0]]* MATRIX_IDENTITY_3x3))).toEuler()
def read_bvh(file_path, 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( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]) )
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( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]) )
bvh_nodes_serial[-1].rest_tail_world= bvh_nodes_serial[-1].rest_head_world + rest_tail
bvh_nodes_serial[-1].rest_tail_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 = eulerRotate(float( line[channels[3]] ), float( line[channels[4]] ), float( line[channels[5]] ), bvh_node.rot_order)
#x,y,z = x/10.0, y/10.0, z/10.0 # For IPO's 36 is 360d
# Make interpolation not cross between 180d, thjis fixes sub frame interpolation and time scaling.
# Will go from (355d to 365d) rather then to (355d to 5d) - inbetween these 2 there will now be a correct interpolation.
while anim_data[-1][3] - rx > 180: rx+=360
while anim_data[-1][3] - rx < -180: rx-=360
while anim_data[-1][4] - ry > 180: ry+=360
while anim_data[-1][4] - ry < -180: ry-=360
while anim_data[-1][5] - rz > 180: rz+=360
while anim_data[-1][5] - rz < -180: rz-=360
# Done importing motion data #
anim_data.append( (lx, ly, lz, rx, ry, rz) )
lineIdx += 1
# Assign children
for bvh_node in bvh_nodes.itervalues():
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.itervalues():
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= Vector(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)
rest_tail_local= Vector(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(bvh_nodes, IMPORT_START_FRAME= 1, IMPORT_LOOP= False):
if IMPORT_START_FRAME<1:
IMPORT_START_FRAME= 1
scn= bpy.data.scenes.active
scn.objects.selected = []
objects= []
def add_ob(name):
ob = scn.objects.new('Empty')
objects.append(ob)
return ob
# Add objects
for name, bvh_node in bvh_nodes.iteritems():
bvh_node.temp= add_ob(name)
# Parent the objects
for bvh_node in bvh_nodes.itervalues():
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.itervalues():
# Make relative to parents offset
bvh_node.temp.loc= bvh_node.rest_head_local
# Add tail objects
for name, bvh_node in bvh_nodes.iteritems():
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 current_frame in xrange(len(bvh_node.anim_data)):
Blender.Set('curframe', current_frame+IMPORT_START_FRAME)
for bvh_node in bvh_nodes.itervalues():
lx,ly,lz,rx,ry,rz= bvh_node.anim_data[current_frame]
rest_head_local= bvh_node.rest_head_local
bvh_node.temp.loc= rest_head_local.x+lx, rest_head_local.y+ly, rest_head_local.z+lz
bvh_node.temp.rot= rx*DEG2RAD,ry*DEG2RAD,rz*DEG2RAD
bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT)
scn.update(1)
return objects
def bvh_node_dict2armature(bvh_nodes, IMPORT_START_FRAME= 1, IMPORT_LOOP= False):
if IMPORT_START_FRAME<1:
IMPORT_START_FRAME= 1
# Add the new armature,
scn = bpy.data.scenes.active
scn.objects.selected = []
arm_data= bpy.data.armatures.new()
arm_ob = scn.objects.new(arm_data)
scn.objects.context = [arm_ob]
scn.objects.active = arm_ob
# Put us into editmode
arm_data.makeEditable()
# 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.itervalues():
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
ZERO_AREA_BONES= []
for name, bvh_node in bvh_nodes.iteritems():
# New editbone
bone= bvh_node.temp= Blender.Armature.Editbone()
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.itervalues():
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.options= [Blender.Armature.CONNECTED]
# Replace the editbone with the editbone name,
# to avoid memory errors accessing the editbone outside editmode
for bvh_node in bvh_nodes.itervalues():
bvh_node.temp= bvh_node.temp.name
arm_data.update()
# Now Apply the animation to the armature
# Get armature animation data
pose= arm_ob.getPose()
pose_bones= pose.bones
action = Blender.Armature.NLA.NewAction("Action")
action.setActive(arm_ob)
#xformConstants= [ Blender.Object.Pose.LOC, Blender.Object.Pose.ROT ]
# 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.itervalues():
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['ARMATURESPACE'].rotationPart()
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.
xformConstants_dict={
(True,True): [Blender.Object.Pose.LOC, Blender.Object.Pose.ROT],\
(False,True): [Blender.Object.Pose.ROT],\
(True,False): [Blender.Object.Pose.LOC],\
(False,False): [],\
}
# KEYFRAME METHOD, SLOW, USE IPOS DIRECT
# Animate the data, the last used bvh_node will do since they all have the same number of frames
for current_frame in xrange(len(bvh_node.anim_data)-1): # skip the first frame (rest frame)
# print current_frame
#if current_frame==40: # debugging
# break
# Dont neet to set the current frame
for bvh_node in bvh_nodes.itervalues():
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp
lx,ly,lz,rx,ry,rz= bvh_node.anim_data[current_frame+1]
if bvh_node.has_rot:
# Set the rotation, not so simple
bone_rotation_matrix= Euler(rx,ry,rz).toMatrix()
bone_rotation_matrix.resize4x4()
pose_bone.quat= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).toQuat()
if bvh_node.has_loc:
# Set the Location, simple too
pose_bone.loc= (\
TranslationMatrix(Vector(lx, ly, lz) - bvh_node.rest_head_local ) *\
bone_rest_matrix_inv).translationPart() # WHY * 10? - just how pose works
# Get the transform
xformConstants= xformConstants_dict[bvh_node.has_loc, bvh_node.has_rot]
if xformConstants:
# Insert the keyframe from the loc/quat
pose_bone.insertKey(arm_ob, current_frame+IMPORT_START_FRAME, xformConstants, True )
# First time, set the IPO's to linear
if current_frame==0:
for ipo in action.getAllChannelIpos().itervalues():
if ipo:
for cur in ipo:
cur.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
if IMPORT_LOOP:
cur.extend = Blender.IpoCurve.ExtendTypes.CYCLIC
# END KEYFRAME METHOD
"""
# IPO KEYFRAME SETTING
# Add in the IPOs by adding keyframes, AFAIK theres no way to add IPOs to an action so I do this :/
for bvh_node in bvh_nodes.itervalues():
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp
# Get the transform
xformConstants= xformConstants_dict[bvh_node.has_loc, bvh_node.has_rot]
if xformConstants:
pose_bone.loc[:]= 0,0,0
pose_bone.quat[:]= 0,0,1,0
# Insert the keyframe from the loc/quat
pose_bone.insertKey(arm_ob, IMPORT_START_FRAME, xformConstants)
action_ipos= action.getAllChannelIpos()
for bvh_node in bvh_nodes.itervalues():
has_loc= bvh_node.has_loc
has_rot= bvh_node.has_rot
if not has_rot and not has_loc:
# No animation data
continue
ipo= action_ipos[bvh_node.temp[0].name] # posebones name as key
if has_loc:
curve_xloc= ipo[Blender.Ipo.PO_LOCX]
curve_yloc= ipo[Blender.Ipo.PO_LOCY]
curve_zloc= ipo[Blender.Ipo.PO_LOCZ]
curve_xloc.interpolation= \
curve_yloc.interpolation= \
curve_zloc.interpolation= \
Blender.IpoCurve.InterpTypes.LINEAR
if has_rot:
curve_wquat= ipo[Blender.Ipo.PO_QUATW]
curve_xquat= ipo[Blender.Ipo.PO_QUATX]
curve_yquat= ipo[Blender.Ipo.PO_QUATY]
curve_zquat= ipo[Blender.Ipo.PO_QUATZ]
curve_wquat.interpolation= \
curve_xquat.interpolation= \
curve_yquat.interpolation= \
curve_zquat.interpolation= \
Blender.IpoCurve.InterpTypes.LINEAR
# Get the bone
pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp
def pose_rot(anim_data):
bone_rotation_matrix= Euler(anim_data[3], anim_data[4], anim_data[5]).toMatrix()
bone_rotation_matrix.resize4x4()
return tuple((bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).toQuat()) # qw,qx,qy,qz
def pose_loc(anim_data):
return tuple((TranslationMatrix(Vector(anim_data[0], anim_data[1], anim_data[2])) * bone_rest_matrix_inv).translationPart())
last_frame= len(bvh_node.anim_data)+IMPORT_START_FRAME-1
if has_loc:
pose_locations= [pose_loc(anim_key) for anim_key in bvh_node.anim_data]
# Add the start at the end, we know the start is just 0,0,0 anyway
curve_xloc.append((last_frame, pose_locations[-1][0]))
curve_yloc.append((last_frame, pose_locations[-1][1]))
curve_zloc.append((last_frame, pose_locations[-1][2]))
if len(pose_locations) > 1:
ox,oy,oz= pose_locations[0]
x,y,z= pose_locations[1]
for i in xrange(1, len(pose_locations)-1): # from second frame to second last frame
nx,ny,nz= pose_locations[i+1]
xset= yset= zset= True # we set all these by default
if abs((ox+nx)/2 - x) < 0.00001: xset= False
if abs((oy+ny)/2 - y) < 0.00001: yset= False
if abs((oz+nz)/2 - z) < 0.00001: zset= False
if xset: curve_xloc.append((i+IMPORT_START_FRAME, x))
if yset: curve_yloc.append((i+IMPORT_START_FRAME, y))
if zset: curve_zloc.append((i+IMPORT_START_FRAME, z))
# Set the old and use the new
ox,oy,oz= x,y,z
x,y,z= nx,ny,nz
if has_rot:
pose_rotations= [pose_rot(anim_key) for anim_key in bvh_node.anim_data]
# Add the start at the end, we know the start is just 0,0,0 anyway
curve_wquat.append((last_frame, pose_rotations[-1][0]))
curve_xquat.append((last_frame, pose_rotations[-1][1]))
curve_yquat.append((last_frame, pose_rotations[-1][2]))
curve_zquat.append((last_frame, pose_rotations[-1][3]))
if len(pose_rotations) > 1:
ow,ox,oy,oz= pose_rotations[0]
w,x,y,z= pose_rotations[1]
for i in xrange(1, len(pose_rotations)-1): # from second frame to second last frame
nw, nx,ny,nz= pose_rotations[i+1]
wset= xset= yset= zset= True # we set all these by default
if abs((ow+nw)/2 - w) < 0.00001: wset= False
if abs((ox+nx)/2 - x) < 0.00001: xset= False
if abs((oy+ny)/2 - y) < 0.00001: yset= False
if abs((oz+nz)/2 - z) < 0.00001: zset= False
if wset: curve_wquat.append((i+IMPORT_START_FRAME, w))
if xset: curve_xquat.append((i+IMPORT_START_FRAME, x))
if yset: curve_yquat.append((i+IMPORT_START_FRAME, y))
if zset: curve_zquat.append((i+IMPORT_START_FRAME, z))
# Set the old and use the new
ow,ox,oy,oz= w,x,y,z
w,x,y,z= nw,nx,ny,nz
# IPO KEYFRAME SETTING
"""
pose.update()
return arm_ob
#=============#
# TESTING #
#=============#
#('/metavr/mocap/bvh/boxer.bvh')
#('/d/staggered_walk.bvh')
#('/metavr/mocap/bvh/dg-306-g.bvh') # Incompleate EOF
#('/metavr/mocap/bvh/wa8lk.bvh') # duplicate joint names, \r line endings.
#('/metavr/mocap/bvh/walk4.bvh') # 0 channels
'''
import os
DIR = '/metavr/mocap/bvh/'
for f in ('/d/staggered_walk.bvh',):
#for f in os.listdir(DIR)[5:6]:
#for f in os.listdir(DIR):
if f.endswith('.bvh'):
s = Blender.Scene.New(f)
s.makeCurrent()
#file= DIR + f
file= f
print f
bvh_nodes= read_bvh(file, 1.0)
bvh_node_dict2armature(bvh_nodes, 1)
'''
def load_bvh_ui(file, PREF_UI= True):
if BPyMessages.Error_NoFile(file):
return
Draw= Blender.Draw
IMPORT_SCALE = Draw.Create(0.1)
IMPORT_START_FRAME = Draw.Create(1)
IMPORT_AS_ARMATURE = Draw.Create(1)
IMPORT_AS_EMPTIES = Draw.Create(0)
IMPORT_LOOP = Draw.Create(0)
# Get USER Options
if PREF_UI:
pup_block = [\
('As Armature', IMPORT_AS_ARMATURE, 'Imports the BVH as an armature'),\
('As Empties', IMPORT_AS_EMPTIES, 'Imports the BVH as empties'),\
('Scale: ', IMPORT_SCALE, 0.001, 100.0, 'Scale the BVH, Use 0.01 when 1.0 is 1 metre'),\
('Start Frame: ', IMPORT_START_FRAME, 1, 30000, 'Frame to start BVH motion'),\
('Loop Animation', IMPORT_LOOP, 'Enable cyclic IPOs'),\
]
if not Draw.PupBlock('BVH Import...', pup_block):
return
print 'Attempting import BVH', file
IMPORT_SCALE = IMPORT_SCALE.val
IMPORT_START_FRAME = IMPORT_START_FRAME.val
IMPORT_AS_ARMATURE = IMPORT_AS_ARMATURE.val
IMPORT_AS_EMPTIES = IMPORT_AS_EMPTIES.val
IMPORT_LOOP = IMPORT_LOOP.val
if not IMPORT_AS_ARMATURE and not IMPORT_AS_EMPTIES:
Blender.Draw.PupMenu('No import option selected')
return
Blender.Window.WaitCursor(1)
# Get the BVH data and act on it.
t1= Blender.sys.time()
print '\tparsing bvh...',
bvh_nodes= read_bvh(file, IMPORT_SCALE)
print '%.4f' % (Blender.sys.time()-t1)
t1= Blender.sys.time()
print '\timporting to blender...',
if IMPORT_AS_ARMATURE: bvh_node_dict2armature(bvh_nodes, IMPORT_START_FRAME, IMPORT_LOOP)
if IMPORT_AS_EMPTIES: bvh_node_dict2objects(bvh_nodes, IMPORT_START_FRAME, IMPORT_LOOP)
print 'Done in %.4f\n' % (Blender.sys.time()-t1)
Blender.Window.WaitCursor(0)
def main():
Blender.Window.FileSelector(load_bvh_ui, 'Import BVH', '*.bvh')
if __name__ == '__main__':
#def foo():
main()
'''
scn = bpy.data.scenes.active
for ob in list(scn.objects):
if ob.name!='arm__':
scn.objects.unlink(ob)
load_bvh_ui('/test.bvh', False)
'''