2020-10-11 16:11:15 +00:00
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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import bpy
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import math
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from enum import Enum
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from typing import List, Set, Dict, Tuple
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from itertools import zip_longest
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from .msh_model import *
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from .msh_model_utilities import *
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from .msh_utilities import *
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from .msh_model_gather import *
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2021-01-07 06:25:09 +00:00
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from .crc import to_crc
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2020-12-06 09:11:12 +00:00
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2020-10-11 16:11:15 +00:00
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2022-01-13 20:52:30 +00:00
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2020-11-30 01:10:16 +00:00
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def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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2020-10-11 16:11:15 +00:00
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action = armature.animation_data.action
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2022-01-13 20:52:30 +00:00
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# Set of bones to include in SKL2/animation stuff
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keyable_bones : Set[str] = set()
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msh_skel = armature.data.swbf_msh_skel
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has_preserved_skel = len(msh_skel) > 0
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if has_preserved_skel:
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for bone in msh_skel:
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#print("Adding {} from preserved skel to exported skeleton".format(bone.name))
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keyable_bones.add(bone.name)
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elif action:
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for group in action.groups:
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#print("Adding {} from action groups to exported skeleton".format(group.name))
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keyable_bones.add(group.name)
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2020-10-20 03:18:08 +00:00
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anim = Animation();
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2021-01-07 06:25:09 +00:00
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root_crc = to_crc(root_name)
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2020-12-05 05:53:59 +00:00
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2020-10-20 03:18:08 +00:00
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if not action:
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framerange = Vector((0.0,1.0))
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else:
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framerange = action.frame_range
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2020-10-11 16:11:15 +00:00
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2020-10-20 03:18:08 +00:00
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num_frames = math.floor(framerange.y - framerange.x) + 1
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increment = (framerange.y - framerange.x) / (num_frames - 1)
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2020-10-11 16:11:15 +00:00
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2020-10-20 03:18:08 +00:00
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anim.end_index = num_frames - 1
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2020-12-05 05:53:59 +00:00
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anim.bone_frames[root_crc] = ([], [])
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2020-10-11 16:11:15 +00:00
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for bone in armature.data.bones:
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2022-01-13 20:52:30 +00:00
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if bone.name in keyable_bones:
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anim.bone_frames[to_crc(bone.name)] = ([], [])
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2020-10-11 16:11:15 +00:00
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2020-10-20 03:18:08 +00:00
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for frame in range(num_frames):
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2020-11-29 20:45:32 +00:00
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2020-10-20 03:18:08 +00:00
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frame_time = framerange.x + frame * increment
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2020-10-11 16:11:15 +00:00
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bpy.context.scene.frame_set(frame_time)
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2020-11-29 20:45:32 +00:00
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rframe_dummy = RotationFrame(frame, convert_rotation_space(Quaternion()))
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tframe_dummy = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
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2020-12-05 05:53:59 +00:00
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anim.bone_frames[root_crc][0].append(tframe_dummy)
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anim.bone_frames[root_crc][1].append(rframe_dummy)
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2020-11-29 20:45:32 +00:00
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2020-10-11 16:11:15 +00:00
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for bone in armature.pose.bones:
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2020-10-12 00:52:34 +00:00
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2022-01-13 20:52:30 +00:00
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if bone.name not in keyable_bones:
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continue
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2020-10-20 03:18:08 +00:00
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transform = bone.matrix
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2020-10-11 16:11:15 +00:00
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2020-10-20 03:18:08 +00:00
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if bone.parent:
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transform = bone.parent.matrix.inverted() @ transform
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loc, rot, _ = transform.decompose()
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2020-10-16 18:56:03 +00:00
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2020-11-29 20:45:32 +00:00
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rframe = RotationFrame(frame, convert_rotation_space(rot))
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tframe = TranslationFrame(frame, convert_vector_space(loc))
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2020-10-11 16:11:15 +00:00
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2021-01-07 06:25:09 +00:00
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anim.bone_frames[to_crc(bone.name)][0].append(tframe)
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anim.bone_frames[to_crc(bone.name)][1].append(rframe)
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2020-11-29 23:32:17 +00:00
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2020-10-11 16:11:15 +00:00
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2020-10-20 03:18:08 +00:00
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return anim
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