blender/release/scripts/io/import_anim_bvh.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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import math
from math import radians
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import bpy
import mathutils
from mathutils import Vector, Euler, Matrix, RotationMatrix, TranslationMatrix
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class bvh_node_class(object):
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__slots__ = (
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'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):
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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
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# convenience functions
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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
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self.children = []
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# list of 6 length tuples: (lx,ly,lz, rx,ry,rz)
# even if the channels arnt used they will just be zero
#
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self.anim_data = [(0, 0, 0, 0, 0, 0)]
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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)
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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])
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):
# Clamp all values between 0 and 360, values outside this raise an error.
mats = [RotationMatrix(x, 3, 'X'), RotationMatrix(y, 3, 'Y'), RotationMatrix(z, 3, 'Z')]
return (MATRIX_IDENTITY_3x3 * mats[rot_order[0]] * (mats[rot_order[1]] * (mats[rot_order[2]]))).to_euler()
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# Should work but doesnt!
'''
eul = Euler((x, y, z))
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eul.order = "XYZ"[rot_order[0]] + "XYZ"[rot_order[1]] + "XYZ"[rot_order[2]]
return tuple(eul.to_matrix().to_euler())
'''
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def read_bvh(context, file_path, ROT_MODE='XYZ', GLOBAL_SCALE=1.0):
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# 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.
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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
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'
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bvh_nodes = {None: None}
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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((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * GLOBAL_SCALE
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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]
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my_rot_order = [None, None, None]
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
elif channel == 'yposition':
my_channel[1] = channelIndex
elif channel == 'zposition':
my_channel[2] = channelIndex
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elif channel == 'xrotation':
my_channel[3] = channelIndex
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my_rot_order[rot_count] = 0
rot_count += 1
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elif channel == 'yrotation':
my_channel[4] = channelIndex
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my_rot_order[rot_count] = 1
rot_count += 1
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elif channel == 'zrotation':
my_channel[5] = channelIndex
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my_rot_order[rot_count] = 2
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
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((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * GLOBAL_SCALE
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bvh_nodes_serial[-1].rest_tail_world = bvh_nodes_serial[-1].rest_head_world + rest_tail
bvh_nodes_serial[-1].rest_tail_local = bvh_nodes_serial[-1].rest_head_local + rest_tail
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# 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
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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:
#for bvh_node in bvh_nodes_serial:
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lx = ly = lz = rx = ry = rz = 0.0
channels = bvh_node.channels
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 = float(line[channels[3]]), float(line[channels[4]]), float(line[channels[5]])
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if ROT_MODE != 'NATIVE':
rx, ry, rz = eulerRotate(radians(rx), radians(ry), radians(rz), bvh_node.rot_order)
else:
rx, ry, rz = radians(rx), radians(ry), radians(rz)
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# Done importing motion data #
anim_data.append((lx, ly, lz, rx, ry, rz))
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lineIdx += 1
# Assign children
for bvh_node in bvh_nodes.values():
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bvh_node_parent = bvh_node.parent
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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.values():
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
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:
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bvh_node.rest_tail_world = Vector(bvh_node.children[0].rest_head_world)
bvh_node.rest_tail_local = bvh_node.rest_head_local + bvh_node.children[0].rest_head_local
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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, 0.0, 0.0))
rest_tail_local = Vector((0.0, 0.0, 0.0))
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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
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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))
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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:
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
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return bvh_nodes
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def bvh_node_dict2objects(context, bvh_nodes, IMPORT_START_FRAME=1, IMPORT_LOOP=False):
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if IMPORT_START_FRAME < 1:
IMPORT_START_FRAME = 1
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scn = context.scene
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scn.objects.selected = []
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objects = []
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def add_ob(name):
ob = scn.objects.new('Empty', None)
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objects.append(ob)
return ob
# Add objects
for name, bvh_node in bvh_nodes.items():
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bvh_node.temp = add_ob(name)
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# Parent the objects
for bvh_node in bvh_nodes.values():
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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
for bvh_node in bvh_nodes.values():
# 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
for name, bvh_node in bvh_nodes.items():
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 frame_current in range(len(bvh_node.anim_data)):
Blender.Set('curframe', frame_current + IMPORT_START_FRAME)
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for bvh_node in bvh_nodes.values():
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lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current]
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rest_head_local = bvh_node.rest_head_local
bvh_node.temp.loc = rest_head_local + Vector((lx, ly, lz))
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bvh_node.temp.rot = rx, ry, rz
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bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT) # XXX invalid
scn.update(1)
return objects
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def bvh_node_dict2armature(context, bvh_nodes, ROT_MODE='XYZ', IMPORT_START_FRAME=1, IMPORT_LOOP=False):
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if IMPORT_START_FRAME < 1:
IMPORT_START_FRAME = 1
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# Add the new armature,
scn = context.scene
#XXX scn.objects.selected = []
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for ob in scn.objects:
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
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ob.select = False
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scn.set_frame(IMPORT_START_FRAME)
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arm_data = bpy.data.armatures.new("MyBVH")
arm_ob = bpy.data.objects.new("MyBVH", arm_data)
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scn.objects.link(arm_ob)
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
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arm_ob.select = True
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scn.objects.active = arm_ob
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print(scn.objects.active)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
# Get the average bone length for zero length bones, we may not use this.
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average_bone_length = 0.0
nonzero_count = 0
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for bvh_node in bvh_nodes.values():
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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
nonzero_count += 1
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# Very rare cases all bones couldbe zero length???
if not average_bone_length:
average_bone_length = 0.1
else:
# Normal operation
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average_bone_length = average_bone_length / nonzero_count
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#XXX - sloppy operator code
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bpy.ops.armature.delete()
bpy.ops.armature.select_all()
bpy.ops.armature.delete()
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ZERO_AREA_BONES = []
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for name, bvh_node in bvh_nodes.items():
# New editbone
bpy.ops.armature.bone_primitive_add(name="Bone")
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bone = bvh_node.temp = arm_data.edit_bones[-1]
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bone.name = name
# arm_data.bones[name]= bone
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bone.head = bvh_node.rest_head_world
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)
for bvh_node in bvh_nodes.values():
if bvh_node.parent:
# bvh_node.temp is the Editbone
# Set the bone parent
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bvh_node.temp.parent = bvh_node.parent.temp
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# 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:
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bvh_node.temp.connected = True
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# Replace the editbone with the editbone name,
# to avoid memory errors accessing the editbone outside editmode
for bvh_node in bvh_nodes.values():
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bvh_node.temp = bvh_node.temp.name
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#XXX arm_data.update()
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# Now Apply the animation to the armature
# Get armature animation data
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.mode_set(mode='POSE', toggle=False)
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pose = arm_ob.pose
pose_bones = pose.bones
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if ROT_MODE == 'NATIVE':
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eul_order_lookup = {\
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(0, 1, 2): 'XYZ',
(0, 2, 1): 'XZY',
(1, 0, 2): 'YXZ',
(1, 2, 0): 'YZX',
(2, 0, 1): 'ZXY',
(2, 1, 0): 'ZYX'}
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for bvh_node in bvh_nodes.values():
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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]
pose_bone.rotation_mode = eul_order_lookup[tuple(bvh_node.rot_order)]
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elif ROT_MODE != 'QUATERNION':
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for pose_bone in pose_bones:
pose_bone.rotation_mode = ROT_MODE
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else:
# Quats default
pass
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context.scene.update()
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bpy.ops.pose.select_all() # set
bpy.ops.anim.keyframe_insert_menu(type=-4) # XXX - -4 ???
#XXX action = Blender.Armature.NLA.NewAction("Action")
#XXX action.setActive(arm_ob)
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#bpy.ops.action.new()
#action = bpy.data.actions[-1]
# arm_ob.animation_data.action = action
action = arm_ob.animation_data.action
# 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.values():
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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_local.rotation_part()
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bone_rest_matrix_inv = Matrix(bone_rest_matrix)
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bone_rest_matrix_inv.invert()
bone_rest_matrix_inv.resize4x4()
bone_rest_matrix.resize4x4()
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bvh_node.temp = (pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv)
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# Make a dict for fast access without rebuilding a list all the time.
# KEYFRAME METHOD, SLOW, USE IPOS DIRECT
# TODO: use f-point samples instead (Aligorith)
if ROT_MODE != 'QUATERNION':
prev_euler = [Euler() for i in range(len(bvh_nodes))]
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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 frame_current in range(len(bvh_node.anim_data)-1): # skip the first frame (rest frame)
# print frame_current
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# if frame_current==40: # debugging
# break
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# Dont neet to set the current frame
for i, bvh_node in enumerate(bvh_nodes.values()):
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pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv = bvh_node.temp
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lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current + 1]
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if bvh_node.has_rot:
bone_rotation_matrix = Euler((rx, ry, rz)).to_matrix().resize4x4()
bone_rotation_matrix = bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix
if ROT_MODE == 'QUATERNION':
pose_bone.rotation_quaternion = bone_rotation_matrix.to_quat()
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else:
euler = bone_rotation_matrix.to_euler(pose_bone.rotation_mode, prev_euler[i])
pose_bone.rotation_euler = euler
prev_euler[i] = euler
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if bvh_node.has_loc:
pose_bone.location = (bone_rest_matrix_inv * TranslationMatrix(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).translation_part()
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if bvh_node.has_loc:
pose_bone.keyframe_insert("location")
if bvh_node.has_rot:
if ROT_MODE == 'QUATERNION':
pose_bone.keyframe_insert("rotation_quaternion")
else:
pose_bone.keyframe_insert("rotation_euler")
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# bpy.ops.anim.keyframe_insert_menu(type=-4) # XXX - -4 ???
bpy.ops.screen.frame_offset(delta=1)
for cu in action.fcurves:
if IMPORT_LOOP:
pass # 2.5 doenst have cyclic now?
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for bez in cu.keyframe_points:
bez.interpolation = 'LINEAR'
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return arm_ob
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from bpy.props import *
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class BvhImporter(bpy.types.Operator):
'''Load a OBJ Motion Capture File'''
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bl_idname = "import_anim.bvh"
bl_label = "Import BVH"
filepath = StringProperty(name="File Path", description="Filepath used for importing the OBJ file", maxlen=1024, default="")
scale = FloatProperty(name="Scale", description="Scale the BVH by this value", min=0.0001, max=1000000.0, soft_min=0.001, soft_max=100.0, default=0.1)
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frame_start = IntProperty(name="Start Frame", description="Starting frame for the animation", default=1)
loop = BoolProperty(name="Loop", description="Loop the animation playback", default=False)
rotate_mode = EnumProperty(items=(
('QUATERNION', "Quaternion", "Convert rotations to quaternions"),
('NATIVE', "Euler (Native)", "Use the rotation order defined in the BVH file"),
('XYZ', "Euler (XYZ)", "Convert rotations to euler XYZ"),
('XZY', "Euler (XZY)", "Convert rotations to euler XZY"),
('YXZ', "Euler (YXZ)", "Convert rotations to euler YXZ"),
('YZX', "Euler (YZX)", "Convert rotations to euler YZX"),
('ZXY', "Euler (ZXY)", "Convert rotations to euler ZXY"),
('ZYX', "Euler (ZYX)", "Convert rotations to euler ZYX"),
),
name="Rotation",
description="Rotation conversion.",
default='NATIVE')
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def execute(self, context):
# print("Selected: " + context.active_object.name)
import time
t1 = time.time()
print('\tparsing bvh...', end="")
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bvh_nodes = read_bvh(context, self.properties.filepath,
ROT_MODE=self.properties.rotate_mode,
GLOBAL_SCALE=self.properties.scale)
print('%.4f' % (time.time() - t1))
t1 = time.time()
print('\timporting to blender...', end="")
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bvh_node_dict2armature(context, bvh_nodes,
ROT_MODE=self.properties.rotate_mode,
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IMPORT_START_FRAME=self.properties.frame_start,
IMPORT_LOOP=self.properties.loop)
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print('Done in %.4f\n' % (time.time() - t1))
return {'FINISHED'}
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def invoke(self, context, event):
wm = context.manager
wm.add_fileselect(self)
return {'RUNNING_MODAL'}
def menu_func(self, context):
self.layout.operator(BvhImporter.bl_idname, text="Motion Capture (.bvh)")
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def register():
bpy.types.INFO_MT_file_import.append(menu_func)
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def unregister():
bpy.types.INFO_MT_file_import.remove(menu_func)
if __name__ == "__main__":
register()