forked from bartvdbraak/blender
6b9e817032
these BVH files are not that common but may as well support it.
757 lines
25 KiB
Python
757 lines
25 KiB
Python
#!BPY
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"""
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Name: 'Motion Capture (.bvh)...'
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Blender: 242
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Group: 'Import'
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Tip: 'Import a (.bvh) motion capture file'
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"""
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__author__ = "Campbell Barton"
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__url__ = ("blender.org", "blenderartists.org")
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__version__ = "1.90 06/08/01"
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__bpydoc__ = """\
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This script imports BVH motion capture data to Blender.
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as empties or armatures.
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"""
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# --------------------------------------------------------------------------
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# BVH Import v2.0 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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import bpy
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import BPyMessages
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Vector= Blender.Mathutils.Vector
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Euler= Blender.Mathutils.Euler
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Matrix= Blender.Mathutils.Matrix
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RotationMatrix = Blender.Mathutils.RotationMatrix
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TranslationMatrix= Blender.Mathutils.TranslationMatrix
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DEG2RAD = 0.017453292519943295
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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=[RotationMatrix(x%360,3,'x'), RotationMatrix(y%360,3,'y'), RotationMatrix(z%360,3,'z')]
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# print rot_order
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# Standard BVH multiplication order, apply the rotation in the order Z,X,Y
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return (mats[rot_order[2]]*(mats[rot_order[1]]* (mats[rot_order[0]]* MATRIX_IDENTITY_3x3))).toEuler()
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def read_bvh(file_path, 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( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]) )
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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': my_channel[0] = channelIndex
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elif channel == 'yposition': my_channel[1] = channelIndex
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elif channel == 'zposition': 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( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]) )
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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= 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 = eulerRotate(float( line[channels[3]] ), float( line[channels[4]] ), float( line[channels[5]] ), bvh_node.rot_order)
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#x,y,z = x/10.0, y/10.0, z/10.0 # For IPO's 36 is 360d
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# Make interpolation not cross between 180d, thjis fixes sub frame interpolation and time scaling.
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# Will go from (355d to 365d) rather then to (355d to 5d) - inbetween these 2 there will now be a correct interpolation.
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while anim_data[-1][3] - rx > 180: rx+=360
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while anim_data[-1][3] - rx < -180: rx-=360
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while anim_data[-1][4] - ry > 180: ry+=360
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while anim_data[-1][4] - ry < -180: ry-=360
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while anim_data[-1][5] - rz > 180: rz+=360
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while anim_data[-1][5] - rz < -180: rz-=360
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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.itervalues():
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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.itervalues():
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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= Vector(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)
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rest_tail_local= Vector(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(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= bpy.data.scenes.active
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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')
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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.iteritems():
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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.itervalues():
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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.itervalues():
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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.iteritems():
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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 current_frame in xrange(len(bvh_node.anim_data)):
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Blender.Set('curframe', current_frame+IMPORT_START_FRAME)
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for bvh_node in bvh_nodes.itervalues():
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lx,ly,lz,rx,ry,rz= bvh_node.anim_data[current_frame]
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rest_head_local= bvh_node.rest_head_local
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bvh_node.temp.loc= rest_head_local.x+lx, rest_head_local.y+ly, rest_head_local.z+lz
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bvh_node.temp.rot= rx*DEG2RAD,ry*DEG2RAD,rz*DEG2RAD
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bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT)
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scn.update(1)
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return objects
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def bvh_node_dict2armature(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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# Add the new armature,
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scn = bpy.data.scenes.active
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scn.objects.selected = []
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arm_data= bpy.data.armatures.new()
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arm_ob = scn.objects.new(arm_data)
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scn.objects.context = [arm_ob]
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scn.objects.active = arm_ob
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# Put us into editmode
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arm_data.makeEditable()
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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.itervalues():
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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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ZERO_AREA_BONES= []
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for name, bvh_node in bvh_nodes.iteritems():
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# New editbone
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bone= bvh_node.temp= Blender.Armature.Editbone()
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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.itervalues():
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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:
|
|
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)
|
|
''' |