2004-06-08 05:43:00 +00:00
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#!BPY
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"""
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2004-06-11 02:12:37 +00:00
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Name: 'Motion Capture (.bvh)...'
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2004-06-08 05:43:00 +00:00
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Blender: 232
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Group: 'Export'
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2004-06-11 02:12:37 +00:00
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Tip: 'Export a (.bvh) motion capture file'
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2004-06-08 05:43:00 +00:00
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"""
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2004-06-10 03:27:46 +00:00
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2004-11-07 16:31:13 +00:00
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__author__ = "Campbell Barton"
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__url__ = ("blender", "elysiun")
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__version__ = "1.0 03/30/04"
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__bpydoc__ = """\
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This script exports animation data to BVH motion capture file format.
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Supported:<br>
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Missing:<br>
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Known issues:<br>
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Notes:<br>
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"""
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2004-06-10 03:27:46 +00:00
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# $Id$
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#
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2004-06-08 05:43:00 +00:00
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#===============================================#
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# BVH Export script 1.0 by Campbell Barton #
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# Copyright MetaVR 30/03/2004, #
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# if you have any questions about this script #
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# email me ideasman@linuxmail.org #
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# #
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#===============================================#
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# --------------------------------------------------------------------------
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# BVH Export v0.9 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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from Blender import Scene, Object
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import math
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from math import *
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# Get the current scene.
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scn = Scene.GetCurrent()
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context = scn.getRenderingContext()
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frameRate = 0.3333 # 0.04 = 25fps
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scale = 1
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indent = ' ' # 2 space indent per object
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prefixDelimiter = '_'
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# Vars used in eular rotation funtcion
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RAD_TO_DEG = 180.0/3.14159265359
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#====================================================#
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# Search for children of this object and return them #
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#====================================================#
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def getChildren(parent):
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children = [] # We'll assume none.
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for child in Object.Get():
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if child.getParent() == Object.Get(parent):
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children.append( child.getName() )
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return children
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#====================================================#
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# MESSY BUT WORKS: Make a string that shows the #
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# hierarchy as a list and then eval it #
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#====================================================#
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def getHierarchy(root, hierarchy):
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hierarchy = hierarchy + '["' + root + '",'
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for child in getChildren(root):
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hierarchy = getHierarchy(child, hierarchy)
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hierarchy += '],'
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return hierarchy
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#====================================================#
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# Strips the prefix off the name before writing #
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#====================================================#
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def stripName(name): # name is a string
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# WARNING!!! Special case for a custom RIG for output
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# for MetaVR's HPX compatable RIG.
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print 'stripname', name[0:10]
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if name[0:10] == 'Transform(':
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name = name[10:]
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while name[-1] != ')':
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name = name[0:-1]
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print name
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name = name[:-1]
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return name[1+name.find(prefixDelimiter): ]
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#====================================================#
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# Return a 6 deciaml point floating point value #
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# as a string that dosent have any python chars #
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#====================================================#
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def saneFloat(float):
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#return '%(float)b' % vars() # 6 fp as house.hqx
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return str('%f' % float) + ' '
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#====================================================#
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# Recieves an object name, gets all the data for that#
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# node from blender and returns it for formatting #
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# and writing to a file. #
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#====================================================#
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def getNodeData(nodeName):
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Object.Get(nodeName)
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# Get real location
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offset = Object.Get(nodeName).getLocation()
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offset = (offset[0]*scale, offset[1]*scale, offset[2]*scale,)
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#=========================#
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# Test for X/Y/Z IPO's #
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#=========================#
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obipo = Object.Get(nodeName).getIpo()
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# IF we dont have an IPO then dont check the curves.
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# This was added to catch end nodes that never have an IPO, only an offset.
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if obipo == None:
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xloc=yloc=zloc=xrot=yrot=zrot = 0
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else: # Do have an IPO, checkout which curves are in use.
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# Assume the rot's/loc's exist until proven they dont
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xloc=yloc=zloc=xrot=yrot=zrot = 1
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if obipo.getCurve('LocX') == None:
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xloc = 0
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if obipo.getCurve('LocY') == None:
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yloc = 0
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if obipo.getCurve('LocZ') == None:
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zloc = 0
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# Now for the rotations, Because of the conversion of rotation coords
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# if there is one rotation er need to store all 3
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if obipo.getCurve('RotX') == None and \
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obipo.getCurve('RotY') == None and \
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obipo.getCurve('RotZ') == None:
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xrot=yrot=zrot = 0
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# DUMMY channels xloc, yloc, zloc, xrot, yrot, zrot
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# [<bool>, <bool>, <bool>, <bool>, <bool>, <bool>]
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channels = [xloc, yloc, zloc, xrot, yrot, zrot]
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return offset, channels
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#====================================================#
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# Return the BVH hierarchy to a file from a list #
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# hierarchy: is a list of the empty hierarcht #
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# bvhHierarchy: a string, in the bvh format to write #
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# level: how many levels we are down the tree, #
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# ...used for indenting #
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# Also gathers channelList , so we know the order to #
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# write the motiondata in #
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#====================================================#
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def hierarchy2bvh(hierarchy, bvhHierarchy, level, channelList, nodeObjectList):
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nodeName = hierarchy[0]
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# Add object to nodeObjectList
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nodeObjectList.append(Object.Get(nodeName))
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#============#
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# JOINT NAME #
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#============#
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bvhHierarchy += level * indent
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if level == 0:
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# Add object to nodeObjectList
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nodeObjectList.append(Object.Get(nodeName))
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bvhHierarchy+= 'ROOT '
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bvhHierarchy += stripName(nodeName) + '\n'
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# If this is the last object in the list then we
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# dont bother withwriting its real name, use "End Site" instead
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elif len(hierarchy) == 1:
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bvhHierarchy+= 'End Site\n'
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# Ok This is a normal joint
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else:
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# Add object to nodeObjectList
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nodeObjectList.append(Object.Get(nodeName))
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bvhHierarchy+= 'JOINT '
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bvhHierarchy += stripName(nodeName) + '\n'
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#================#
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# END JOINT NAME #
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#================#
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# Indent again, this line is just for the brackets
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bvhHierarchy += level * indent + '{' + '\n'
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# Indent
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level += 1
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#================================================#
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# Data for writing to a file offset and channels #
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#================================================#
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offset, channels = getNodeData(nodeName)
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#============#
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# Offset #
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#============#
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bvhHierarchy += level * indent + 'OFFSET ' + saneFloat(scale * offset[0]) + ' ' + saneFloat(scale * offset[1]) + ' ' + saneFloat(scale * offset[2]) + '\n'
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#============#
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# Channels #
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#============#
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if len(hierarchy) != 1:
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# Channels, remember who is where so when we write motiondata
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bvhHierarchy += level * indent + 'CHANNELS '
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# Count the channels
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chCount = 0
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for chn in channels:
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chCount += chn
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bvhHierarchy += str(chCount) + ' '
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if channels[0]:
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bvhHierarchy += 'Xposition '
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channelList.append([len(nodeObjectList)-1, 0])
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if channels[1]:
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bvhHierarchy += 'Yposition '
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channelList.append([len(nodeObjectList)-1, 1])
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if channels[2]:
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bvhHierarchy += 'Zposition '
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channelList.append([len(nodeObjectList)-1, 2])
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if channels[5]:
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bvhHierarchy += 'Zrotation '
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channelList.append([len(nodeObjectList)-1, 5])
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if channels[3]:
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bvhHierarchy += 'Xrotation '
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channelList.append([len(nodeObjectList)-1, 3])
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if channels[4]:
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bvhHierarchy += 'Yrotation '
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channelList.append([len(nodeObjectList)-1, 4])
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bvhHierarchy += '\n'
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# Loop through children if any and run this function (recursively)
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for hierarchyIdx in range(len(hierarchy)-1):
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bvhHierarchy, level, channelList, nodeObjectList = hierarchy2bvh(hierarchy[hierarchyIdx+1], bvhHierarchy, level, channelList, nodeObjectList)
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# Unindent
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level -= 1
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bvhHierarchy += level * indent + '}' + '\n'
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return bvhHierarchy, level, channelList, nodeObjectList
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# added by Ben Batt 30/3/2004 to make the exported rotations correct
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def ZYXToZXY(x, y, z):
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'''
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Converts a set of Euler rotations (x, y, z) (which are intended to be
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applied in z, y, x order) into a set which are intended to be applied in
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z, x, y order (the order expected by .bvh files)
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'''
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A,B = cos(x),sin(x)
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C,D = cos(y),sin(y)
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E,F = cos(z),sin(z)
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x = asin(-B*C)
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y = atan2(D, A*C)
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z = atan2(-B*D*E + A*F, B*D*F + A*E)
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# this seems to be necessary - not sure why (right/left-handed coordinates?)
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x = -x
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return x*RAD_TO_DEG, y*RAD_TO_DEG, z*RAD_TO_DEG
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def getIpoLocation(object, frame):
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x = y = z = 0
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obipo = object.getIpo()
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for i in range(object.getIpo().getNcurves()):
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if obipo.getCurves()[i].getName() =='LocX':
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x = object.getIpo().EvaluateCurveOn(i,frame)
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elif obipo.getCurves()[i].getName() =='LocY':
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y = object.getIpo().EvaluateCurveOn(i,frame)
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elif obipo.getCurves()[i].getName() =='LocZ':
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z = object.getIpo().EvaluateCurveOn(i,frame)
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return x, y, z
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#====================================================#
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# Return the BVH motion for the spesified frame #
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# hierarchy: is a list of the empty hierarcht #
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# bvhHierarchy: a string, in the bvh format to write #
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# level: how many levels we are down the tree, #
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# ...used for indenting #
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#====================================================#
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def motion2bvh(frame, chennelList, nodeObjectList):
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motionData = '' # We'll append the frames to the string.
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for chIdx in chennelList:
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ob = nodeObjectList[chIdx[0]]
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chType = chIdx[1]
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# Get object rotation
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x, y, z = ob.getEuler()
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# Convert the rotation from ZYX order to ZXY order
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x, y, z = ZYXToZXY(x, y, z)
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# Using regular Locations stuffs upIPO locations stuffs up
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# Get IPO locations instead
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xloc, yloc, zloc = getIpoLocation(ob, frame)
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# WARNING non standard Location
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xloc, zloc, yloc = -xloc, yloc, zloc
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if chType == 0:
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motionData += saneFloat(scale * (xloc))
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if chType == 1:
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motionData += saneFloat(scale * (yloc))
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if chType == 2:
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motionData += saneFloat(scale * (zloc))
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if chType == 3:
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motionData += saneFloat(x)
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if chType == 4:
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motionData += saneFloat(y)
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if chType == 5:
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motionData += saneFloat(z)
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motionData += ' '
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motionData += '\n'
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return motionData
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def saveBVH(filename):
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2004-06-10 15:14:49 +00:00
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if filename.find('.bvh', -4) <= 0: filename += '.bvh' # for safety
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|
2004-06-08 05:43:00 +00:00
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|
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# Here we store a serialized list of blender objects as they appier
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# in the hierarchy, this is refred to when writing motiondata
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nodeObjectList = []
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# In this list we store a 2 values for each node
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# 1) An index pointing to a blender object
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# in objectList
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# 2) The type if channel x/y/z rot:x/y/z - Use 0-5 to indicate this
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chennelList = []
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print ''
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print 'BVH 1.0 by Campbell Barton (Ideasman) - ideasman@linuxmail.org'
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# Get the active object and recursively traverse its kids to build
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# the BVH hierarchy, then eval the string to make a hierarchy list.
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hierarchy = eval(getHierarchy(Object.GetSelected()[0].getName(),''))[0] # somhow this returns a tuple with one list in it.
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# Put all data in the file we have selected file.
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file = open(filename, "w")
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file.write('HIERARCHY\n') # all bvh files have this on the first line
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# Write the whole hirarchy to a list
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bvhHierarchy, level, chennelList, nodeObjectList = hierarchy2bvh(hierarchy, '', 0, chennelList, nodeObjectList)
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file.write( bvhHierarchy ) # Rwite the var fileBlock to the output.
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bvhHierarchy = None # Save a tit bit of memory
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#====================================================#
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# MOTION: Loop through the frames ande write out #
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# the motion data for each #
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#====================================================#
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# Do some basic motion file header stuff
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file.write('MOTION\n')
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file.write( 'Frames: ' + str(1 + context.endFrame() - context.startFrame()) + '\n' )
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file.write( 'Frame Time: ' + saneFloat(frameRate) + '\n' )
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#print 'WARNING- exact frames might be stuffed up- inclusive whatever, do some tests later on.'
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frames = range(context.startFrame(), context.endFrame()+1)
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print 'exporting ' + str(len(frames)) + ' of motion...'
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for frame in frames:
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context.currentFrame(frame)
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scn.update(1) # Update locations so we can write the new locations
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#Blender.Window.RedrawAll() # causes crash
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file.write( motion2bvh(frame, chennelList, nodeObjectList) )
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file.write('\n') # newline
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file.close()
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print 'done'
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2004-06-11 02:12:37 +00:00
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Blender.Window.FileSelector(saveBVH, 'Export BVH')
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