SWBF-msh-Blender-IO/addons/io_scene_swbf_msh/msh_anim_gather.py

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""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from itertools import zip_longest
from .msh_model import *
from .msh_model_utilities import *
from .msh_utilities import *
from .msh_model_gather import *
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from .crc import to_crc
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def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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action = armature.animation_data.action
anim = Animation();
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root_crc = to_crc(root_name)
if not action:
framerange = Vector((0.0,1.0))
else:
framerange = action.frame_range
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num_frames = math.floor(framerange.y - framerange.x) + 1
increment = (framerange.y - framerange.x) / (num_frames - 1)
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anim.end_index = num_frames - 1
anim.bone_frames[root_crc] = ([], [])
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for bone in armature.data.bones:
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anim.bone_frames[to_crc(bone.name)] = ([], [])
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for frame in range(num_frames):
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frame_time = framerange.x + frame * increment
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bpy.context.scene.frame_set(frame_time)
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rframe_dummy = RotationFrame(frame, convert_rotation_space(Quaternion()))
tframe_dummy = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
anim.bone_frames[root_crc][0].append(tframe_dummy)
anim.bone_frames[root_crc][1].append(rframe_dummy)
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for bone in armature.pose.bones:
transform = bone.matrix
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if bone.parent:
transform = bone.parent.matrix.inverted() @ transform
loc, rot, _ = transform.decompose()
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rframe = RotationFrame(frame, convert_rotation_space(rot))
tframe = TranslationFrame(frame, convert_vector_space(loc))
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anim.bone_frames[to_crc(bone.name)][0].append(tframe)
anim.bone_frames[to_crc(bone.name)][1].append(rframe)
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return anim