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 *
def extract_anim(armature: bpy.types.Armature) -> Animation:
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action = armature.animation_data.action
anim = Animation();
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
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anim.bone_transforms["DummyRoot"] = []
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for bone in armature.data.bones:
anim.bone_transforms[bone.name] = []
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for frame in range(num_frames):
#if frame % 10 == 0:
# print("Sample frame {}:".format(frame))
frame_time = framerange.x + frame * increment
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bpy.context.scene.frame_set(frame_time)
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anim.bone_transforms["DummyRoot"].append(ModelTransform())
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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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xform = ModelTransform()
xform.rotation = convert_rotation_space(rot)
xform.translation = convert_vector_space(loc)
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#if frame % 10 == 0:
# print("\t{:10}: loc {:15} rot {:15}".format(bone.name, vec_to_str(xform.translation), quat_to_str(xform.rotation)))
anim.bone_transforms[bone.name].append(xform)
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return anim