forked from bartvdbraak/blender
577a1b9239
in fact this is more feature request. add an option to bake a parented objects animation, then clear the parent and apply the action.
230 lines
7.8 KiB
Python
230 lines
7.8 KiB
Python
# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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__all__ = (
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"bake_action",
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)
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import bpy
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def bake_action(frame_start,
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frame_end,
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frame_step=1,
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only_selected=False,
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do_pose=True,
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do_object=True,
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do_constraint_clear=False,
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do_parents_clear=False,
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do_clean=False,
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action=None,
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):
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"""
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Return an image from the file path with options to search multiple paths
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and return a placeholder if its not found.
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:arg frame_start: First frame to bake.
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:type frame_start: int
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:arg frame_end: Last frame to bake.
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:type frame_end: int
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:arg frame_step: Frame step.
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:type frame_step: int
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:arg only_selected: Only bake selected data.
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:type only_selected: bool
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:arg do_pose: Bake pose channels.
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:type do_pose: bool
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:arg do_object: Bake objects.
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:type do_object: bool
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:arg do_constraint_clear: Remove constraints (and do 'visual keying').
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:type do_constraint_clear: bool
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:arg do_parents_clear: Unparent after baking objects.
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:type do_parents_clear: bool
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:arg do_clean: Remove redundant keyframes after baking.
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:type do_clean: bool
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:arg action: An action to bake the data into, or None for a new action
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to be created.
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:type action: :class:`bpy.types.Action` or None
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:return: an action or None
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:rtype: :class:`bpy.types.Action`
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"""
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# -------------------------------------------------------------------------
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# Helper Functions and vars
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def pose_frame_info(obj, do_visual_keying):
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matrix = {}
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for name, pbone in obj.pose.bones.items():
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if do_visual_keying:
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# Get the final transform of the bone in its own local space...
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matrix[name] = obj.convert_space(pbone, pbone.matrix, 'POSE', 'LOCAL')
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else:
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matrix[name] = pbone.matrix_basis.copy()
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return matrix
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if do_parents_clear:
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def obj_frame_info(obj, do_visual_keying):
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parent = obj.parent
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matrix = obj.matrix_local if do_visual_keying else obj.matrix_basis
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if parent:
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return parent.matrix_world * matrix
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else:
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return matrix.copy()
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else:
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def obj_frame_info(obj, do_visual_keying):
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return obj.matrix_local.copy() if do_visual_keying else obj.matrix_basis.copy()
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# -------------------------------------------------------------------------
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# Setup the Context
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# TODO, pass data rather then grabbing from the context!
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scene = bpy.context.scene
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obj = bpy.context.object
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frame_back = scene.frame_current
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if obj.pose is None:
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do_pose = False
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if not (do_pose or do_object):
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return None
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pose_info = []
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obj_info = []
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options = {'INSERTKEY_NEEDED'}
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frame_range = range(frame_start, frame_end + 1, frame_step)
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# -------------------------------------------------------------------------
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# Collect transformations
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for f in frame_range:
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scene.frame_set(f)
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if do_pose:
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pose_info.append(pose_frame_info(obj, do_constraint_clear))
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if do_object:
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obj_info.append(obj_frame_info(obj, do_constraint_clear))
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# -------------------------------------------------------------------------
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# Create action
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# in case animation data hasn't been created
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atd = obj.animation_data_create()
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if action is None:
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action = bpy.data.actions.new("Action")
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atd.action = action
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# -------------------------------------------------------------------------
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# Apply transformations to action
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# pose
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if do_pose:
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for name, pbone in obj.pose.bones.items():
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if only_selected and not pbone.bone.select:
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continue
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if do_constraint_clear:
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while pbone.constraints:
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pbone.constraints.remove(pbone.constraints[0])
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# create compatible eulers
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euler_prev = None
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for (f, matrix) in zip(frame_range, pose_info):
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pbone.matrix_basis = matrix[name].copy()
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pbone.keyframe_insert("location", -1, f, name, options)
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rotation_mode = pbone.rotation_mode
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if rotation_mode == 'QUATERNION':
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pbone.keyframe_insert("rotation_quaternion", -1, f, name, options)
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elif rotation_mode == 'AXIS_ANGLE':
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pbone.keyframe_insert("rotation_axis_angle", -1, f, name, options)
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else: # euler, XYZ, ZXY etc
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if euler_prev is not None:
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euler = pbone.rotation_euler.copy()
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euler.make_compatible(euler_prev)
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pbone.rotation_euler = euler
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euler_prev = euler
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del euler
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else:
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euler_prev = pbone.rotation_euler.copy()
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pbone.keyframe_insert("rotation_euler", -1, f, name, options)
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pbone.keyframe_insert("scale", -1, f, name, options)
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# object. TODO. multiple objects
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if do_object:
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if do_constraint_clear:
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while obj.constraints:
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obj.constraints.remove(obj.constraints[0])
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# create compatible eulers
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euler_prev = None
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for (f, matrix) in zip(frame_range, obj_info):
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name = "Action Bake" # XXX: placeholder
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obj.matrix_basis = matrix
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obj.keyframe_insert("location", -1, f, name, options)
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rotation_mode = obj.rotation_mode
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if rotation_mode == 'QUATERNION':
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obj.keyframe_insert("rotation_quaternion", -1, f, name, options)
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elif rotation_mode == 'AXIS_ANGLE':
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obj.keyframe_insert("rotation_axis_angle", -1, f, name, options)
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else: # euler, XYZ, ZXY etc
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if euler_prev is not None:
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euler = obj.rotation_euler.copy()
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euler.make_compatible(euler_prev)
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obj.rotation_euler = euler
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euler_prev = euler
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del euler
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else:
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euler_prev = obj.rotation_euler.copy()
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obj.keyframe_insert("rotation_euler", -1, f, name, options)
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obj.keyframe_insert("scale", -1, f, name, options)
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if do_parents_clear:
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obj.parent = None
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# -------------------------------------------------------------------------
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# Clean
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if do_clean:
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for fcu in action.fcurves:
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keyframe_points = fcu.keyframe_points
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i = 1
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while i < len(fcu.keyframe_points) - 1:
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val_prev = keyframe_points[i - 1].co[1]
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val_next = keyframe_points[i + 1].co[1]
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val = keyframe_points[i].co[1]
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if abs(val - val_prev) + abs(val - val_next) < 0.0001:
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keyframe_points.remove(keyframe_points[i])
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else:
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i += 1
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scene.frame_set(frame_back)
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return action
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