blender/release/scripts/modules/retarget.py

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# ##### 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 bpy
from mathutils import *
from math import radians, acos
#TODO: Only selected bones get retargeted.
# Selected Bones/chains get original pos empties,
# if ppl want IK instead of FK
# Some "magic" numbers - frame start and end,
# eulers of all orders instead of just quats keyframed
# dictionary of mapping
# this is currently manuall input'ed, but willW
# be created from a more comfortable UI in the future
def createDictionary(perf_arm):
bonemap = {}
for bone in perf_arm.bones:
bonemap[bone.name] = bone.map
#root is the root of the enduser
root = "root"
# creation of a reverse map
# multiple keys get mapped to list values
bonemapr = {}
for key, value in bonemap.items():
if not value in bonemapr:
if isinstance(bonemap[key], tuple):
for key_x in bonemap[key]:
bonemapr[key_x] = [key]
else:
bonemapr[bonemap[key]] = [key]
else:
bonemapr[bonemap[key]].append(key)
return bonemap, bonemapr, root
# list of empties created to keep track of "original"
# position data
# in final product, these locations can be stored as custom props
# these help with constraining, etc.
#creation of intermediate armature
# the intermediate armature has the hiearchy of the end user,
# does not have rotation inheritence
# and bone roll is identical to the performer
# its purpose is to copy over the rotations
# easily while concentrating on the hierarchy changes
def createIntermediate(performer_obj, enduser_obj, bonemap, bonemapr, root, s_frame, e_frame, scene):
#creates and keyframes an empty with its location
#the original position of the tail bone
#useful for storing the important data in the original motion
#i.e. using this empty to IK the chain to that pos / DEBUG
def locOfOriginal(inter_bone, perf_bone):
if not inter_bone.name + "Org" in bpy.data.objects:
bpy.ops.object.add()
empty = bpy.context.active_object
empty.name = inter_bone.name + "Org"
empty.empty_draw_size = 0.1
#empty.parent = enduser_obj
empty = bpy.data.objects[inter_bone.name + "Org"]
offset = perf_bone.vector
if inter_bone.length == 0 or perf_bone.length == 0:
scaling = 1
else:
scaling = perf_bone.length / inter_bone.length
offset /= scaling
empty.location = inter_bone.head + offset
empty.keyframe_insert("location")
#Simple 1to1 retarget of a bone
def singleBoneRetarget(inter_bone, perf_bone):
perf_world_rotation = perf_bone.matrix * performer_obj.matrix_world
inter_world_base_rotation = inter_bone.bone.matrix_local * inter_obj.matrix_world
inter_world_base_inv = Matrix(inter_world_base_rotation)
inter_world_base_inv.invert()
return (inter_world_base_inv.to_3x3() * perf_world_rotation.to_3x3()).to_4x4()
#uses 1to1 and interpolation/averaging to match many to 1 retarget
def manyPerfToSingleInterRetarget(inter_bone, performer_bones_s):
retarget_matrices = [singleBoneRetarget(inter_bone, perf_bone) for perf_bone in performer_bones_s]
lerp_matrix = Matrix()
for i in range(len(retarget_matrices) - 1):
first_mat = retarget_matrices[i]
next_mat = retarget_matrices[i + 1]
lerp_matrix = first_mat.lerp(next_mat, 0.5)
return lerp_matrix
#determines the type of hierachy change needed and calls the
#right function
def retargetPerfToInter(inter_bone):
if inter_bone.name in bonemapr:
perf_bone_name = bonemapr[inter_bone.name]
#is it a 1 to many?
if isinstance(bonemap[perf_bone_name[0]], tuple):
perf_bone = performer_bones[perf_bone_name[0]]
if inter_bone.name == bonemap[perf_bone_name[0]][0]:
locOfOriginal(inter_bone, perf_bone)
else:
# then its either a many to 1 or 1 to 1
if len(perf_bone_name) > 1:
performer_bones_s = [performer_bones[name] for name in perf_bone_name]
#we need to map several performance bone to a single
for perf_bone in performer_bones_s:
locOfOriginal(inter_bone, perf_bone)
inter_bone.matrix_basis = manyPerfToSingleInterRetarget(inter_bone, performer_bones_s)
else:
perf_bone = performer_bones[perf_bone_name[0]]
locOfOriginal(inter_bone, perf_bone)
inter_bone.matrix_basis = singleBoneRetarget(inter_bone, perf_bone)
inter_bone.keyframe_insert("rotation_quaternion")
for child in inter_bone.children:
retargetPerfToInter(child)
#creates the intermediate armature object
inter_obj = enduser_obj.copy()
inter_obj.data = inter_obj.data.copy() # duplicate data
bpy.context.scene.objects.link(inter_obj)
inter_obj.name = "intermediate"
bpy.context.scene.objects.active = inter_obj
bpy.ops.object.mode_set(mode='EDIT')
#resets roll
bpy.ops.armature.calculate_roll(type='Z')
bpy.ops.object.mode_set(mode="OBJECT")
inter_obj.data.name = "inter_arm"
inter_arm = inter_obj.data
performer_bones = performer_obj.pose.bones
inter_bones = inter_obj.pose.bones
#clears inheritance
for inter_bone in inter_bones:
inter_bone.bone.use_inherit_rotation = False
for t in range(s_frame, e_frame):
scene.frame_set(t)
inter_bone = inter_bones[root]
retargetPerfToInter(inter_bone)
return inter_obj, inter_arm
# this procedure copies the rotations over from the intermediate
# armature to the end user one.
# As the hierarchies are 1 to 1, this is a simple matter of
# copying the rotation, while keeping in mind bone roll, parenting, etc.
# TODO: Control Bones: If a certain bone is constrained in a way
# that its rotation is determined by another (a control bone)
# We should determine the right pos of the control bone.
# Scale: ? Should work but needs testing.
def retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene):
inter_bones = inter_obj.pose.bones
end_bones = enduser_obj.pose.bones
def bakeTransform(end_bone):
src_bone = inter_bones[end_bone.name]
trg_bone = end_bone
bake_matrix = src_bone.matrix
rest_matrix = trg_bone.bone.matrix_local
if trg_bone.parent and trg_bone.bone.use_inherit_rotation:
parent_mat = src_bone.parent.matrix
parent_rest = trg_bone.parent.bone.matrix_local
parent_rest_inv = parent_rest.copy()
parent_rest_inv.invert()
parent_mat_inv = parent_mat.copy()
parent_mat_inv.invert()
bake_matrix = parent_mat_inv * bake_matrix
rest_matrix = parent_rest_inv * rest_matrix
rest_matrix_inv = rest_matrix.copy()
rest_matrix_inv.invert()
bake_matrix = rest_matrix_inv * bake_matrix
trg_bone.matrix_basis = bake_matrix
end_bone.keyframe_insert("rotation_quaternion")
for bone in end_bone.children:
bakeTransform(bone)
for t in range(s_frame, e_frame):
scene.frame_set(t)
end_bone = end_bones[root]
bakeTransform(end_bone)
#recieves the performer feet bones as a variable
# by "feet" I mean those bones that have plants
# (they don't move, despite root moving) somewhere in the animation.
def copyTranslation(performer_obj, enduser_obj, perfFeet, bonemap, bonemapr, root, s_frame, e_frame, scene):
endFeet = [bonemap[perfBone] for perfBone in perfFeet]
perfRoot = bonemapr[root][0]
locDictKeys = perfFeet + endFeet + [perfRoot]
perf_bones = performer_obj.pose.bones
end_bones = enduser_obj.pose.bones
def tailLoc(bone):
return bone.center + (bone.vector / 2)
#Step 1 - we create a dict that contains these keys:
#(Performer) Hips, Feet
#(End user) Feet
# where the values are their world position on each (1,120) frame
locDict = {}
for key in locDictKeys:
locDict[key] = []
for t in range(scene.frame_start, scene.frame_end):
scene.frame_set(t)
for bone in perfFeet:
locDict[bone].append(tailLoc(perf_bones[bone]))
locDict[perfRoot].append(tailLoc(perf_bones[perfRoot]))
for bone in endFeet:
locDict[bone].append(tailLoc(end_bones[bone]))
# now we take our locDict and analyze it.
# we need to derive all chains
locDeriv = {}
for key in locDictKeys:
locDeriv[key] = []
for key in locDict.keys():
graph = locDict[key]
for t in range(len(graph) - 1):
x = graph[t]
xh = graph[t + 1]
locDeriv[key].append(xh - x)
# now find the plant frames, where perfFeet don't move much
linearAvg = []
for key in perfFeet:
for i in range(len(locDeriv[key]) - 1):
v = locDeriv[key][i]
hipV = locDeriv[perfRoot][i]
endV = locDeriv[bonemap[key]][i]
if (v.length < 0.1):
#this is a plant frame.
#lets see what the original hip delta is, and the corresponding
#end bone's delta
if endV.length != 0:
linearAvg.append(hipV.length / endV.length)
bpy.ops.object.add()
stride_bone = bpy.context.active_object
stride_bone.name = "stride_bone"
if linearAvg:
avg = sum(linearAvg) / len(linearAvg)
for t in range(s_frame, e_frame):
scene.frame_set(t)
newTranslation = (tailLoc(perf_bones[perfRoot]) / avg)
stride_bone.location = newTranslation * enduser_obj.matrix_world
stride_bone.keyframe_insert("location")
return stride_bone
def IKRetarget(bonemap, bonemapr, performer_obj, enduser_obj, s_frame, e_frame, scene):
end_bones = enduser_obj.pose.bones
for pose_bone in end_bones:
if "IK" in [constraint.type for constraint in pose_bone.constraints]:
# set constraint target to corresponding empty if targetless,
# if not, keyframe current target to corresponding empty
perf_bone = bonemapr[pose_bone.name]
if isinstance(perf_bone, list):
perf_bone = bonemapr[pose_bone.name][-1]
end_empty = bpy.data.objects[pose_bone.name + "Org"]
ik_constraint = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"][0]
if not ik_constraint.target:
ik_constraint.target = end_empty
else:
#Bone target
target_is_bone = False
if ik_constraint.subtarget:
target = ik_constraint.target.pose.bones[ik_constraint.subtarget]
target.bone.use_local_location = False
target_is_bone = True
else:
target = ik_constraint.target
for t in range(s_frame, e_frame):
scene.frame_set(t)
if target_is_bone:
final_loc = end_empty.location - target.bone.matrix_local.to_translation()
else:
final_loc = end_empty.location
target.location = final_loc
target.keyframe_insert("location")
ik_constraint.mute = False
def turnOffIK(enduser_obj):
end_bones = enduser_obj.pose.bones
for pose_bone in end_bones:
if pose_bone.is_in_ik_chain:
pass
# TODO:
# set stiffness according to place on chain
# and values from analysis that is stored in the bone
#pose_bone.ik_stiffness_x = 0.5
#pose_bone.ik_stiffness_y = 0.5
#pose_bone.ik_stiffness_z = 0.5
if "IK" in [constraint.type for constraint in pose_bone.constraints]:
ik_constraint = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"][0]
ik_constraint.mute = True
def cleanAndStoreObjMat(performer_obj, enduser_obj):
perf_obj_mat = performer_obj.matrix_world.copy()
enduser_obj_mat = enduser_obj.matrix_world.copy()
zero_mat = Matrix() # Matrix(((0,0,0,0),(0,0,0,0),(0,0,0,0),(0,0,0,0)))
performer_obj.matrix_world = zero_mat
enduser_obj.matrix_world = zero_mat
return perf_obj_mat, enduser_obj_mat
def restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone):
pose_bones = enduser_obj.pose.bones
for pose_bone in pose_bones:
if pose_bone.name + "Org" in bpy.data.objects:
empty = bpy.data.objects[pose_bone.name + "Org"]
empty.parent = enduser_obj
performer_obj.matrix_world = perf_obj_mat
enduser_obj.matrix_world = enduser_obj_mat
def totalRetarget():
print("retargeting...")
enduser_obj = bpy.context.active_object
performer_obj = [obj for obj in bpy.context.selected_objects if obj != enduser_obj]
if enduser_obj is None or len(performer_obj) != 1:
print("Need active and selected armatures")
else:
performer_obj = performer_obj[0]
perf_arm = performer_obj.data
end_arm = enduser_obj.data
scene = bpy.context.scene
s_frame = scene.frame_start
e_frame = scene.frame_end
bonemap, bonemapr, root = createDictionary(perf_arm)
perf_obj_mat, enduser_obj_mat = cleanAndStoreObjMat(performer_obj, enduser_obj)
turnOffIK(enduser_obj)
inter_obj, inter_arm = createIntermediate(performer_obj, enduser_obj, bonemap, bonemapr, root, s_frame, e_frame, scene)
retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene)
stride_bone = copyTranslation(performer_obj, enduser_obj, ["RightFoot", "LeftFoot"], bonemap, bonemapr, root, s_frame, e_frame, scene)
IKRetarget(bonemap, bonemapr, performer_obj, enduser_obj, s_frame, e_frame, scene)
restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_name(name=inter_obj.name, extend=False)
bpy.ops.object.delete()
if __name__ == "__main__":
totalRetarget()