blender/release/scripts/modules/retarget.py
2011-08-17 10:13:24 +00:00

560 lines
22 KiB
Python

# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from mathutils import *
from math import radians, acos, pi
from bl_operators import nla
def hasIKConstraint(pose_bone):
#utility function / predicate, returns True if given bone has IK constraint
ik = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"]
if ik:
return ik[0]
else:
return False
def createDictionary(perf_arm, end_arm):
# clear any old data
for end_bone in end_arm.bones:
for mapping in end_bone.reverseMap:
end_bone.reverseMap.remove(0)
for perf_bone in perf_arm.bones:
#find its match and add perf_bone to the match's mapping
if perf_bone.map:
end_bone = end_arm.bones[perf_bone.map]
newMap = end_bone.reverseMap.add()
newMap.name = perf_bone.name
end_bone.foot = perf_bone.foot
#root is the root of the enduser
root = end_arm.bones[0].name
feetBones = [bone.name for bone in perf_arm.bones if bone.foot]
return feetBones, root
def loadMapping(perf_arm, end_arm):
for end_bone in end_arm.bones:
#find its match and add perf_bone to the match's mapping
if end_bone.reverseMap:
for perf_bone in end_bone.reverseMap:
perf_arm.bones[perf_bone.name].map = end_bone.name
#creation of intermediate armature
# the intermediate armature has the hiearchy of the end user,
# does not have rotation inheritence
# and bone roll is identical to the performer
# its purpose is to copy over the rotations
# easily while concentrating on the hierarchy changes
def createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene, step):
#creates and keyframes an empty with its location
#the original position of the tail bone
#useful for storing the important data in the original motion
#i.e. using this empty to IK the chain to that pos / DEBUG
#Simple 1to1 retarget of a bone
def singleBoneRetarget(inter_bone, perf_bone):
perf_world_rotation = perf_bone.matrix
inter_world_base_rotation = inter_bone.bone.matrix_local
inter_world_base_inv = inter_world_base_rotation.inverted()
bake_matrix = (inter_world_base_inv.to_3x3() * perf_world_rotation.to_3x3())
return bake_matrix.to_4x4()
#uses 1to1 and interpolation/averaging to match many to 1 retarget
def manyPerfToSingleInterRetarget(inter_bone, performer_bones_s):
retarget_matrices = [singleBoneRetarget(inter_bone, perf_bone) for perf_bone in performer_bones_s]
lerp_matrix = Matrix()
for i in range(len(retarget_matrices) - 1):
first_mat = retarget_matrices[i]
next_mat = retarget_matrices[i + 1]
lerp_matrix = first_mat.lerp(next_mat, 0.5)
return lerp_matrix
#determines the type of hierachy change needed and calls the
#right function
def retargetPerfToInter(inter_bone):
if inter_bone.bone.reverseMap:
perf_bone_name = inter_bone.bone.reverseMap
# 1 to many not supported yet
# then its either a many to 1 or 1 to 1
if len(perf_bone_name) > 1:
performer_bones_s = [performer_bones[map.name] for map in perf_bone_name]
#we need to map several performance bone to a single
inter_bone.matrix_basis = manyPerfToSingleInterRetarget(inter_bone, performer_bones_s)
else:
perf_bone = performer_bones[perf_bone_name[0].name]
inter_bone.matrix_basis = singleBoneRetarget(inter_bone, perf_bone)
#Some bones have incorrect roll on the source armature, and need to be marked for fixing
if inter_bone.bone.twistFix:
inter_bone.matrix_basis *= Matrix.Rotation(radians(180), 4, "Y")
rot_mode = inter_bone.rotation_mode
if rot_mode == "QUATERNION":
inter_bone.keyframe_insert("rotation_quaternion")
elif rot_mode == "AXIS_ANGLE":
inter_bone.keyframe_insert("rotation_axis_angle")
else:
inter_bone.keyframe_insert("rotation_euler")
#creates the intermediate armature object
inter_obj = enduser_obj.copy()
inter_obj.data = inter_obj.data.copy() # duplicate data
bpy.context.scene.objects.link(inter_obj)
inter_obj.name = "intermediate"
bpy.context.scene.objects.active = inter_obj
bpy.ops.object.mode_set(mode='EDIT')
#add some temporary connecting bones in case end user bones are not connected to their parents
rollDict = {}
print("creating temp bones")
for bone in inter_obj.data.edit_bones:
if not bone.use_connect and bone.parent:
if inter_obj.data.bones[bone.parent.name].reverseMap or inter_obj.data.bones[bone.name].reverseMap:
newBone = inter_obj.data.edit_bones.new("Temp")
newBone.head = bone.parent.tail
newBone.tail = bone.head
newBone.parent = bone.parent
bone.parent = newBone
bone.use_connect = True
newBone.use_connect = True
rollDict[bone.name] = bone.roll
bone.roll = 0
#resets roll
print("retargeting to intermediate")
bpy.ops.object.mode_set(mode="OBJECT")
inter_obj.data.name = "inter_arm"
inter_arm = inter_obj.data
performer_bones = performer_obj.pose.bones
inter_bones = inter_obj.pose.bones
#clears inheritance
for inter_bone in inter_bones:
if inter_bone.bone.reverseMap:
inter_bone.bone.use_inherit_rotation = False
else:
inter_bone.bone.use_inherit_rotation = True
for t in range(s_frame, e_frame, step):
if (t - s_frame) % 10 == 0:
print("First pass: retargeting frame {0}/{1}".format(t, e_frame - s_frame))
scene.frame_set(t)
for bone in inter_bones:
retargetPerfToInter(bone)
return inter_obj
# this procedure copies the rotations over from the intermediate
# armature to the end user one.
# As the hierarchies are 1 to 1, this is a simple matter of
# copying the rotation, while keeping in mind bone roll, parenting, etc.
# TODO: Control Bones: If a certain bone is constrained in a way
# that its rotation is determined by another (a control bone)
# We should determine the right pos of the control bone.
# Scale: ? Should work but needs testing.
def retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene, step):
inter_bones = inter_obj.pose.bones
end_bones = enduser_obj.pose.bones
#Basic "visual baking" function, for transfering rotations from intermediate to end user
def bakeTransform(end_bone):
src_bone = inter_bones[end_bone.name]
trg_bone = end_bone
bake_matrix = src_bone.matrix
rest_matrix = trg_bone.bone.matrix_local
if trg_bone.parent and trg_bone.bone.use_inherit_rotation:
srcParent = src_bone.parent
if "Temp" in srcParent.name:
srcParent = srcParent.parent
parent_mat = srcParent.matrix
parent_rest = trg_bone.parent.bone.matrix_local
parent_rest_inv = parent_rest.inverted()
parent_mat_inv = parent_mat.inverted()
bake_matrix = parent_mat_inv * bake_matrix
rest_matrix = parent_rest_inv * rest_matrix
rest_matrix_inv = rest_matrix.inverted()
bake_matrix = rest_matrix_inv * bake_matrix
end_bone.matrix_basis = bake_matrix
rot_mode = end_bone.rotation_mode
if rot_mode == "QUATERNION":
end_bone.keyframe_insert("rotation_quaternion")
elif rot_mode == "AXIS_ANGLE":
end_bone.keyframe_insert("rotation_axis_angle")
else:
end_bone.keyframe_insert("rotation_euler")
if not end_bone.bone.use_connect:
end_bone.keyframe_insert("location")
for bone in end_bone.children:
bakeTransform(bone)
for t in range(s_frame, e_frame, step):
if (t - s_frame) % 10 == 0:
print("Second pass: retargeting frame {0}/{1}".format(t, e_frame - s_frame))
scene.frame_set(t)
end_bone = end_bones[root]
end_bone.location = Vector((0, 0, 0))
end_bone.keyframe_insert("location")
bakeTransform(end_bone)
#recieves the performer feet bones as a variable
# by "feet" I mean those bones that have plants
# (they don't move, despite root moving) somewhere in the animation.
def copyTranslation(performer_obj, enduser_obj, perfFeet, root, s_frame, e_frame, scene, enduser_obj_mat):
perf_bones = performer_obj.pose.bones
end_bones = enduser_obj.pose.bones
perfRoot = perf_bones[0].name
endFeet = [perf_bones[perfBone].bone.map for perfBone in perfFeet]
locDictKeys = perfFeet + endFeet + [perfRoot]
def tailLoc(bone):
return bone.center + (bone.vector / 2)
#Step 1 - we create a dict that contains these keys:
#(Performer) Hips, Feet
#(End user) Feet
# where the values are their world position on each frame in range (s,e)
locDict = {}
for key in locDictKeys:
locDict[key] = []
for t in range(scene.frame_start, scene.frame_end):
scene.frame_set(t)
for bone in perfFeet:
locDict[bone].append(tailLoc(perf_bones[bone]))
locDict[perfRoot].append(tailLoc(perf_bones[perfRoot]))
for bone in endFeet:
locDict[bone].append(tailLoc(end_bones[bone]))
# now we take our locDict and analyze it.
# we need to derive all chains
def locDeriv(key, t):
graph = locDict[key]
return graph[t + 1] - graph[t]
# now find the plant frames, where perfFeet don't move much
linearAvg = []
for key in perfFeet:
for i in range(len(locDict[key]) - 1):
v = locDeriv(key, i)
if (v.length < 0.1):
hipV = locDeriv(perfRoot, i)
endV = locDeriv(perf_bones[key].bone.map, i)
#this is a plant frame.
#lets see what the original hip delta is, and the corresponding
#end bone's delta
if endV.length != 0:
linearAvg.append(hipV.length / endV.length)
action_name = performer_obj.animation_data.action.name
#is there a stride_bone?
if "stride_bone" in bpy.data.objects:
stride_action = bpy.data.actions.new("Stride Bone " + action_name)
stride_action.use_fake_user = True
stride_bone = enduser_obj.parent
stride_bone.animation_data.action = stride_action
else:
bpy.ops.object.add()
stride_bone = bpy.context.active_object
stride_bone.name = "stride_bone"
print(stride_bone)
stride_bone.location = enduser_obj_mat.to_translation()
print(linearAvg)
if linearAvg:
#determine the average change in scale needed
avg = sum(linearAvg) / len(linearAvg)
scene.frame_set(s_frame)
initialPos = (tailLoc(perf_bones[perfRoot]) / avg)
for t in range(s_frame, e_frame):
scene.frame_set(t)
#calculate the new position, by dividing by the found ratio between performer and enduser
newTranslation = (tailLoc(perf_bones[perfRoot]) / avg)
stride_bone.location = enduser_obj_mat * (newTranslation - initialPos)
stride_bone.keyframe_insert("location")
else:
stride_bone.keyframe_insert("location")
stride_bone.animation_data.action.name = ("Stride Bone " + action_name)
return stride_bone
def IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene, step):
bpy.ops.object.select_name(name=enduser_obj.name, extend=False)
end_bones = enduser_obj.pose.bones
for pose_bone in end_bones:
ik_constraint = hasIKConstraint(pose_bone)
if ik_constraint:
target_is_bone = False
# set constraint target to corresponding empty if targetless,
# if not, keyframe current target to corresponding empty
perf_bone = pose_bone.bone.reverseMap[-1].name
bpy.ops.object.mode_set(mode='EDIT')
orgLocTrg = originalLocationTarget(pose_bone, enduser_obj)
bpy.ops.object.mode_set(mode='OBJECT')
if not ik_constraint.target:
ik_constraint.target = enduser_obj
ik_constraint.subtarget = pose_bone.name + "IK"
target = orgLocTrg
# There is a target now
if ik_constraint.subtarget:
target = ik_constraint.target.pose.bones[ik_constraint.subtarget]
target.bone.use_local_location = False
target_is_bone = True
else:
target = ik_constraint.target
# bake the correct locations for the ik target bones
for t in range(s_frame, e_frame, step):
scene.frame_set(t)
if target_is_bone:
final_loc = pose_bone.tail - target.bone.matrix_local.to_translation()
else:
final_loc = pose_bone.tail
target.location = final_loc
target.keyframe_insert("location")
ik_constraint.mute = False
scene.frame_set(s_frame)
bpy.ops.object.mode_set(mode='OBJECT')
def turnOffIK(enduser_obj):
end_bones = enduser_obj.pose.bones
for pose_bone in end_bones:
ik_constraint = hasIKConstraint(pose_bone)
if ik_constraint:
ik_constraint.mute = True
#copy the object matrixes and clear them (to be reinserted later)
def cleanAndStoreObjMat(performer_obj, enduser_obj):
perf_obj_mat = performer_obj.matrix_world.copy()
enduser_obj_mat = enduser_obj.matrix_world.copy()
zero_mat = Matrix()
performer_obj.matrix_world = zero_mat
enduser_obj.matrix_world = zero_mat
return perf_obj_mat, enduser_obj_mat
#restore the object matrixes after parenting the auto generated IK empties
def restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone, scene, s_frame):
pose_bones = enduser_obj.pose.bones
for pose_bone in pose_bones:
if pose_bone.name + "Org" in bpy.data.objects:
empty = bpy.data.objects[pose_bone.name + "Org"]
empty.parent = stride_bone
performer_obj.matrix_world = perf_obj_mat
enduser_obj.parent = stride_bone
scene.frame_set(s_frame)
enduser_obj_mat = enduser_obj_mat.to_3x3().to_4x4() * Matrix.Translation(stride_bone.matrix_world.to_translation())
enduser_obj.matrix_world = enduser_obj_mat
#create (or return if exists) the related IK empty to the bone
def originalLocationTarget(end_bone, enduser_obj):
if not end_bone.name + "IK" in enduser_obj.data.bones:
newBone = enduser_obj.data.edit_bones.new(end_bone.name + "IK")
newBone.head = end_bone.tail
newBone.tail = end_bone.tail + Vector((0, 0.1, 0))
else:
newBone = enduser_obj.pose.bones[end_bone.name + "IK"]
return newBone
#create the specified NLA setup for base animation, constraints and tweak layer.
def NLASystemInitialize(enduser_arm, context):
enduser_obj = context.active_object
NLATracks = enduser_arm.mocapNLATracks[enduser_obj.data.active_mocap]
name = NLATracks.name
anim_data = enduser_obj.animation_data
s_frame = 0
print(name)
if ("Base " + name) in bpy.data.actions:
mocapAction = bpy.data.actions[("Base " + name)]
else:
print("That retargeted anim has no base action")
anim_data.use_nla = True
for track in anim_data.nla_tracks:
anim_data.nla_tracks.remove(track)
mocapTrack = anim_data.nla_tracks.new()
mocapTrack.name = "Base " + name
NLATracks.base_track = mocapTrack.name
mocapStrip = mocapTrack.strips.new("Base " + name, s_frame, mocapAction)
constraintTrack = anim_data.nla_tracks.new()
constraintTrack.name = "Auto fixes " + name
NLATracks.auto_fix_track = constraintTrack.name
if ("Auto fixes " + name) in bpy.data.actions:
constraintAction = bpy.data.actions[("Auto fixes " + name)]
else:
constraintAction = bpy.data.actions.new("Auto fixes " + name)
constraintAction.use_fake_user = True
constraintStrip = constraintTrack.strips.new("Auto fixes " + name, s_frame, constraintAction)
constraintStrip.extrapolation = "NOTHING"
userTrack = anim_data.nla_tracks.new()
userTrack.name = "Manual fixes " + name
NLATracks.manual_fix_track = userTrack.name
if ("Manual fixes " + name) in bpy.data.actions:
userAction = bpy.data.actions[("Manual fixes " + name)]
else:
userAction = bpy.data.actions.new("Manual fixes " + name)
userAction.use_fake_user = True
userStrip = userTrack.strips.new("Manual fixes " + name, s_frame, userAction)
userStrip.extrapolation = "HOLD"
userStrip.blend_type = "ADD"
anim_data.nla_tracks.active = constraintTrack
anim_data.action_extrapolation = "NOTHING"
#set the stride_bone's action
if "stride_bone" in bpy.data.objects:
stride_bone = bpy.data.objects["stride_bone"]
if NLATracks.stride_action:
stride_bone.animation_data.action = bpy.data.actions[NLATracks.stride_action]
else:
NLATracks.stride_action = stride_bone.animation_data.action.name
stride_bone.animation_data.action.use_fake_user = True
anim_data.action = None
def preAdvancedRetargeting(performer_obj, enduser_obj):
createDictionary(performer_obj.data, enduser_obj.data)
bones = enduser_obj.pose.bones
map_bones = [bone for bone in bones if bone.bone.reverseMap]
perf_root = performer_obj.pose.bones[0].name
for bone in map_bones:
perf_bone = bone.bone.reverseMap[0].name
cons = bone.constraints.new('COPY_ROTATION')
cons.name = "retargetTemp"
locks = bone.lock_rotation
cons.use_x = not locks[0]
cons.use_y = not locks[1]
cons.use_z = not locks[2]
cons.target = performer_obj
cons.subtarget = perf_bone
cons.target_space = 'WORLD'
cons.owner_space = 'WORLD'
if (not bone.bone.use_connect) and (perf_bone != perf_root):
cons = bone.constraints.new('COPY_LOCATION')
cons.name = "retargetTemp"
cons.target = performer_obj
cons.subtarget = perf_bone
cons.use_x = True
cons.use_y = True
cons.use_z = True
cons.target_space = 'LOCAL'
cons.owner_space = 'LOCAL'
def prepareForBake(enduser_obj):
bones = enduser_obj.pose.bones
for bone in bones:
bone.bone.select = False
map_bones = [bone for bone in bones if bone.bone.reverseMap]
for bone in map_bones:
for cons in bone.constraints:
if "retargetTemp" in cons.name:
bone.bone.select = True
def cleanTempConstraints(enduser_obj):
bones = enduser_obj.pose.bones
map_bones = [bone for bone in bones if bone.bone.reverseMap]
for bone in map_bones:
for cons in bone.constraints:
if "retargetTemp" in cons.name:
bone.constraints.remove(cons)
#Main function that runs the retargeting sequence.
#If advanced == True, we assume constraint's were already created
def totalRetarget(performer_obj, enduser_obj, scene, s_frame, e_frame):
perf_arm = performer_obj.data
end_arm = enduser_obj.data
advanced = end_arm.advancedRetarget
step = end_arm.frameStep
try:
enduser_obj.animation_data.action = bpy.data.actions.new("temp")
enduser_obj.animation_data.action.use_fake_user = True
except:
print("no need to create new action")
print("creating Dictionary")
feetBones, root = createDictionary(perf_arm, end_arm)
print("cleaning stuff up")
perf_obj_mat, enduser_obj_mat = cleanAndStoreObjMat(performer_obj, enduser_obj)
if not advanced:
turnOffIK(enduser_obj)
print("Creating intermediate armature (for first pass)")
inter_obj = createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene, step)
print("First pass: retargeting from intermediate to end user")
retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene, step)
else:
prepareForBake(enduser_obj)
print("Retargeting pose (Advanced Retarget)")
nla.bake(s_frame, e_frame, action=enduser_obj.animation_data.action, only_selected=True, do_pose=True, do_object=False, step=step)
name = performer_obj.animation_data.action.name
enduser_obj.animation_data.action.name = "Base " + name
print("Second pass: retargeting root translation and clean up")
stride_bone = copyTranslation(performer_obj, enduser_obj, feetBones, root, s_frame, e_frame, scene, enduser_obj_mat)
if not advanced:
IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene, step)
bpy.ops.object.select_name(name=stride_bone.name, extend=False)
restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone, scene, s_frame)
bpy.ops.object.mode_set(mode='OBJECT')
if not advanced:
bpy.ops.object.select_name(name=inter_obj.name, extend=False)
bpy.ops.object.delete()
else:
cleanTempConstraints(enduser_obj)
bpy.ops.object.select_name(name=enduser_obj.name, extend=False)
if not name in [tracks.name for tracks in end_arm.mocapNLATracks]:
NLATracks = end_arm.mocapNLATracks.add()
NLATracks.name = name
else:
NLATracks = end_arm.mocapNLATracks[name]
end_arm.active_mocap = name
print("retargeting done!")
def isRigAdvanced(enduser_obj):
bones = enduser_obj.pose.bones
for bone in bones:
for constraint in bone.constraints:
if constraint.type != "IK":
return True
if enduser_obj.data.animation_data:
if enduser_obj.data.animation_data.drivers:
return True