blender/release/scripts/bvh_export.py
Willian Padovani Germano c702b237d5 Scripts:
-- adding help_browser.py to show help for installed scripts;
-- updated scripts to include basic doc info to be shown with above script:
    script authors can / will / should update with more info, of course;
-- updated some scripts to newer versions: disp_paint, fixfromarmature, hotkeys, etc.
2004-11-07 16:31:13 +00:00

407 lines
13 KiB
Python

#!BPY
"""
Name: 'Motion Capture (.bvh)...'
Blender: 232
Group: 'Export'
Tip: 'Export a (.bvh) motion capture file'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "elysiun")
__version__ = "1.0 03/30/04"
__bpydoc__ = """\
This script exports animation data to BVH motion capture file format.
Supported:<br>
Missing:<br>
Known issues:<br>
Notes:<br>
"""
# $Id$
#
#===============================================#
# BVH Export script 1.0 by Campbell Barton #
# Copyright MetaVR 30/03/2004, #
# if you have any questions about this script #
# email me ideasman@linuxmail.org #
# #
#===============================================#
# --------------------------------------------------------------------------
# BVH Export v0.9 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
from Blender import Scene, Object
import math
from math import *
# Get the current scene.
scn = Scene.GetCurrent()
context = scn.getRenderingContext()
frameRate = 0.3333 # 0.04 = 25fps
scale = 1
indent = ' ' # 2 space indent per object
prefixDelimiter = '_'
# Vars used in eular rotation funtcion
RAD_TO_DEG = 180.0/3.14159265359
#====================================================#
# Search for children of this object and return them #
#====================================================#
def getChildren(parent):
children = [] # We'll assume none.
for child in Object.Get():
if child.getParent() == Object.Get(parent):
children.append( child.getName() )
return children
#====================================================#
# MESSY BUT WORKS: Make a string that shows the #
# hierarchy as a list and then eval it #
#====================================================#
def getHierarchy(root, hierarchy):
hierarchy = hierarchy + '["' + root + '",'
for child in getChildren(root):
hierarchy = getHierarchy(child, hierarchy)
hierarchy += '],'
return hierarchy
#====================================================#
# Strips the prefix off the name before writing #
#====================================================#
def stripName(name): # name is a string
# WARNING!!! Special case for a custom RIG for output
# for MetaVR's HPX compatable RIG.
print 'stripname', name[0:10]
if name[0:10] == 'Transform(':
name = name[10:]
while name[-1] != ')':
name = name[0:-1]
print name
name = name[:-1]
return name[1+name.find(prefixDelimiter): ]
#====================================================#
# Return a 6 deciaml point floating point value #
# as a string that dosent have any python chars #
#====================================================#
def saneFloat(float):
#return '%(float)b' % vars() # 6 fp as house.hqx
return str('%f' % float) + ' '
#====================================================#
# Recieves an object name, gets all the data for that#
# node from blender and returns it for formatting #
# and writing to a file. #
#====================================================#
def getNodeData(nodeName):
Object.Get(nodeName)
# Get real location
offset = Object.Get(nodeName).getLocation()
offset = (offset[0]*scale, offset[1]*scale, offset[2]*scale,)
#=========================#
# Test for X/Y/Z IPO's #
#=========================#
obipo = Object.Get(nodeName).getIpo()
# IF we dont have an IPO then dont check the curves.
# This was added to catch end nodes that never have an IPO, only an offset.
if obipo == None:
xloc=yloc=zloc=xrot=yrot=zrot = 0
else: # Do have an IPO, checkout which curves are in use.
# Assume the rot's/loc's exist until proven they dont
xloc=yloc=zloc=xrot=yrot=zrot = 1
if obipo.getCurve('LocX') == None:
xloc = 0
if obipo.getCurve('LocY') == None:
yloc = 0
if obipo.getCurve('LocZ') == None:
zloc = 0
# Now for the rotations, Because of the conversion of rotation coords
# if there is one rotation er need to store all 3
if obipo.getCurve('RotX') == None and \
obipo.getCurve('RotY') == None and \
obipo.getCurve('RotZ') == None:
xrot=yrot=zrot = 0
# DUMMY channels xloc, yloc, zloc, xrot, yrot, zrot
# [<bool>, <bool>, <bool>, <bool>, <bool>, <bool>]
channels = [xloc, yloc, zloc, xrot, yrot, zrot]
return offset, channels
#====================================================#
# Return the BVH hierarchy to a file from a list #
# hierarchy: is a list of the empty hierarcht #
# bvhHierarchy: a string, in the bvh format to write #
# level: how many levels we are down the tree, #
# ...used for indenting #
# Also gathers channelList , so we know the order to #
# write the motiondata in #
#====================================================#
def hierarchy2bvh(hierarchy, bvhHierarchy, level, channelList, nodeObjectList):
nodeName = hierarchy[0]
# Add object to nodeObjectList
nodeObjectList.append(Object.Get(nodeName))
#============#
# JOINT NAME #
#============#
bvhHierarchy += level * indent
if level == 0:
# Add object to nodeObjectList
nodeObjectList.append(Object.Get(nodeName))
bvhHierarchy+= 'ROOT '
bvhHierarchy += stripName(nodeName) + '\n'
# If this is the last object in the list then we
# dont bother withwriting its real name, use "End Site" instead
elif len(hierarchy) == 1:
bvhHierarchy+= 'End Site\n'
# Ok This is a normal joint
else:
# Add object to nodeObjectList
nodeObjectList.append(Object.Get(nodeName))
bvhHierarchy+= 'JOINT '
bvhHierarchy += stripName(nodeName) + '\n'
#================#
# END JOINT NAME #
#================#
# Indent again, this line is just for the brackets
bvhHierarchy += level * indent + '{' + '\n'
# Indent
level += 1
#================================================#
# Data for writing to a file offset and channels #
#================================================#
offset, channels = getNodeData(nodeName)
#============#
# Offset #
#============#
bvhHierarchy += level * indent + 'OFFSET ' + saneFloat(scale * offset[0]) + ' ' + saneFloat(scale * offset[1]) + ' ' + saneFloat(scale * offset[2]) + '\n'
#============#
# Channels #
#============#
if len(hierarchy) != 1:
# Channels, remember who is where so when we write motiondata
bvhHierarchy += level * indent + 'CHANNELS '
# Count the channels
chCount = 0
for chn in channels:
chCount += chn
bvhHierarchy += str(chCount) + ' '
if channels[0]:
bvhHierarchy += 'Xposition '
channelList.append([len(nodeObjectList)-1, 0])
if channels[1]:
bvhHierarchy += 'Yposition '
channelList.append([len(nodeObjectList)-1, 1])
if channels[2]:
bvhHierarchy += 'Zposition '
channelList.append([len(nodeObjectList)-1, 2])
if channels[5]:
bvhHierarchy += 'Zrotation '
channelList.append([len(nodeObjectList)-1, 5])
if channels[3]:
bvhHierarchy += 'Xrotation '
channelList.append([len(nodeObjectList)-1, 3])
if channels[4]:
bvhHierarchy += 'Yrotation '
channelList.append([len(nodeObjectList)-1, 4])
bvhHierarchy += '\n'
# Loop through children if any and run this function (recursively)
for hierarchyIdx in range(len(hierarchy)-1):
bvhHierarchy, level, channelList, nodeObjectList = hierarchy2bvh(hierarchy[hierarchyIdx+1], bvhHierarchy, level, channelList, nodeObjectList)
# Unindent
level -= 1
bvhHierarchy += level * indent + '}' + '\n'
return bvhHierarchy, level, channelList, nodeObjectList
# added by Ben Batt 30/3/2004 to make the exported rotations correct
def ZYXToZXY(x, y, z):
'''
Converts a set of Euler rotations (x, y, z) (which are intended to be
applied in z, y, x order) into a set which are intended to be applied in
z, x, y order (the order expected by .bvh files)
'''
A,B = cos(x),sin(x)
C,D = cos(y),sin(y)
E,F = cos(z),sin(z)
x = asin(-B*C)
y = atan2(D, A*C)
z = atan2(-B*D*E + A*F, B*D*F + A*E)
# this seems to be necessary - not sure why (right/left-handed coordinates?)
x = -x
return x*RAD_TO_DEG, y*RAD_TO_DEG, z*RAD_TO_DEG
def getIpoLocation(object, frame):
x = y = z = 0
obipo = object.getIpo()
for i in range(object.getIpo().getNcurves()):
if obipo.getCurves()[i].getName() =='LocX':
x = object.getIpo().EvaluateCurveOn(i,frame)
elif obipo.getCurves()[i].getName() =='LocY':
y = object.getIpo().EvaluateCurveOn(i,frame)
elif obipo.getCurves()[i].getName() =='LocZ':
z = object.getIpo().EvaluateCurveOn(i,frame)
return x, y, z
#====================================================#
# Return the BVH motion for the spesified frame #
# hierarchy: is a list of the empty hierarcht #
# bvhHierarchy: a string, in the bvh format to write #
# level: how many levels we are down the tree, #
# ...used for indenting #
#====================================================#
def motion2bvh(frame, chennelList, nodeObjectList):
motionData = '' # We'll append the frames to the string.
for chIdx in chennelList:
ob = nodeObjectList[chIdx[0]]
chType = chIdx[1]
# Get object rotation
x, y, z = ob.getEuler()
# Convert the rotation from ZYX order to ZXY order
x, y, z = ZYXToZXY(x, y, z)
# Using regular Locations stuffs upIPO locations stuffs up
# Get IPO locations instead
xloc, yloc, zloc = getIpoLocation(ob, frame)
# WARNING non standard Location
xloc, zloc, yloc = -xloc, yloc, zloc
if chType == 0:
motionData += saneFloat(scale * (xloc))
if chType == 1:
motionData += saneFloat(scale * (yloc))
if chType == 2:
motionData += saneFloat(scale * (zloc))
if chType == 3:
motionData += saneFloat(x)
if chType == 4:
motionData += saneFloat(y)
if chType == 5:
motionData += saneFloat(z)
motionData += ' '
motionData += '\n'
return motionData
def saveBVH(filename):
if filename.find('.bvh', -4) <= 0: filename += '.bvh' # for safety
# Here we store a serialized list of blender objects as they appier
# in the hierarchy, this is refred to when writing motiondata
nodeObjectList = []
# In this list we store a 2 values for each node
# 1) An index pointing to a blender object
# in objectList
# 2) The type if channel x/y/z rot:x/y/z - Use 0-5 to indicate this
chennelList = []
print ''
print 'BVH 1.0 by Campbell Barton (Ideasman) - ideasman@linuxmail.org'
# Get the active object and recursively traverse its kids to build
# the BVH hierarchy, then eval the string to make a hierarchy list.
hierarchy = eval(getHierarchy(Object.GetSelected()[0].getName(),''))[0] # somhow this returns a tuple with one list in it.
# Put all data in the file we have selected file.
file = open(filename, "w")
file.write('HIERARCHY\n') # all bvh files have this on the first line
# Write the whole hirarchy to a list
bvhHierarchy, level, chennelList, nodeObjectList = hierarchy2bvh(hierarchy, '', 0, chennelList, nodeObjectList)
file.write( bvhHierarchy ) # Rwite the var fileBlock to the output.
bvhHierarchy = None # Save a tit bit of memory
#====================================================#
# MOTION: Loop through the frames ande write out #
# the motion data for each #
#====================================================#
# Do some basic motion file header stuff
file.write('MOTION\n')
file.write( 'Frames: ' + str(1 + context.endFrame() - context.startFrame()) + '\n' )
file.write( 'Frame Time: ' + saneFloat(frameRate) + '\n' )
#print 'WARNING- exact frames might be stuffed up- inclusive whatever, do some tests later on.'
frames = range(context.startFrame(), context.endFrame()+1)
print 'exporting ' + str(len(frames)) + ' of motion...'
for frame in frames:
context.currentFrame(frame)
scn.update(1) # Update locations so we can write the new locations
#Blender.Window.RedrawAll() # causes crash
file.write( motion2bvh(frame, chennelList, nodeObjectList) )
file.write('\n') # newline
file.close()
print 'done'
Blender.Window.FileSelector(saveBVH, 'Export BVH')