forked from bartvdbraak/blender
407 lines
13 KiB
Python
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')
|