Fixed import of animations to allow for bulk import

This commit is contained in:
itdominator 2023-05-28 13:47:33 -05:00
parent f451be4d18
commit 125ad2792c
2 changed files with 20 additions and 15 deletions

View File

@ -13,9 +13,9 @@ bl_info = {
} }
# Taken from glTF-Blender-IO, because I do not understand Python that well # Taken from glTF-Blender-IO, because I do not understand Python that well
# (this is the first thing of substance I've created in it) and just wanted # (this is the first thing of substance I've created in it) and just wanted
# script reloading to work. # script reloading to work.
# #
# https://github.com/KhronosGroup/glTF-Blender-IO # https://github.com/KhronosGroup/glTF-Blender-IO
# #
# Copyright 2018-2019 The glTF-Blender-IO authors. # Copyright 2018-2019 The glTF-Blender-IO authors.
@ -124,7 +124,7 @@ class ExportMSH(Operator, ExportHelper):
scene, armature_obj = create_scene( scene, armature_obj = create_scene(
generate_triangle_strips=self.generate_triangle_strips, generate_triangle_strips=self.generate_triangle_strips,
apply_modifiers=self.apply_modifiers, apply_modifiers=self.apply_modifiers,
export_target=self.export_target, export_target=self.export_target,
skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
@ -141,7 +141,7 @@ class ExportMSH(Operator, ExportHelper):
set_scene_animation(scene, armature_obj) set_scene_animation(scene, armature_obj)
write_scene_to_file(self.filepath, scene) write_scene_to_file(self.filepath, scene)
elif self.animation_export == 'BATCH': elif self.animation_export == 'BATCH':
export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath) export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
for action in bpy.data.actions: for action in bpy.data.actions:
@ -162,14 +162,14 @@ def menu_func_export(self, context):
class ImportMSH(Operator, ImportHelper): class ImportMSH(Operator, ImportHelper):
""" Import an SWBF .msh file. """ """ Import SWBF .msh file(s). """
bl_idname = "swbf_msh.import" bl_idname = "swbf_msh.import"
bl_label = "Import SWBF .msh File(s)" bl_label = "Import SWBF .msh File(s)"
filename_ext = ".msh" filename_ext = ".msh"
files: CollectionProperty( files: CollectionProperty(
name="File Path", name="File Path(s)",
type=bpy.types.OperatorFileListElement, type=bpy.types.OperatorFileListElement,
) )
@ -181,7 +181,7 @@ class ImportMSH(Operator, ImportHelper):
animation_only: BoolProperty( animation_only: BoolProperty(
name="Import Animation(s)", name="Import Animation(s)",
description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.", description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.",
default=False default=False
) )
@ -193,9 +193,9 @@ class ImportMSH(Operator, ImportHelper):
if filepath.endswith(".zaabin") or filepath.endswith(".zaa"): if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
extract_and_apply_munged_anim(filepath) extract_and_apply_munged_anim(filepath)
else: else:
with open(filepath, 'rb') as input_file: with open(filepath, 'rb') as input_file:
scene = read_scene(input_file, self.animation_only) scene = read_scene(input_file, self.animation_only)
if not self.animation_only: if not self.animation_only:
extract_scene(filepath, scene) extract_scene(filepath, scene)
else: else:

View File

@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene):
if scene.animation is None: if scene.animation is None:
raise Exception("No animation found in msh file!") raise Exception("No animation found in msh file!")
else: else:
head, tail = os.path.split(filename) head, tail = os.path.split(filename)
anim_name = tail.split(".")[0] anim_name = tail.split(".")[0]
@ -40,6 +39,11 @@ def extract_and_apply_anim(filename : str, scene : Scene):
if anim_name in bpy.data.actions: if anim_name in bpy.data.actions:
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True) bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
for nt in arma.animation_data.nla_tracks:
if anim_name == nt.strips[0].name:
arma.animation_data.nla_tracks.remove(nt)
action = bpy.data.actions.new(anim_name) action = bpy.data.actions.new(anim_name)
action.use_fake_user = True action.use_fake_user = True
@ -47,7 +51,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
arma.animation_data_create() arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative # Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode # to bones starting transforms. Starting = in edit mode
bone_bind_poses = {} bone_bind_poses = {}
@ -56,7 +60,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
for edit_bone in arma.data.edit_bones: for edit_bone in arma.data.edit_bones:
if edit_bone.parent: if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else: else:
bone_local = arma.matrix_local @ edit_bone.matrix bone_local = arma.matrix_local @ edit_bone.matrix
@ -72,8 +76,8 @@ def extract_and_apply_anim(filename : str, scene : Scene):
translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)] translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name) loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name) rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name) fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
@ -103,4 +107,5 @@ def extract_and_apply_anim(filename : str, scene : Scene):
fcurve_loc_z.keyframe_points.insert(i,t.z) fcurve_loc_z.keyframe_points.insert(i,t.z)
arma.animation_data.action = action arma.animation_data.action = action
track = arma.animation_data.nla_tracks.new()
track.strips.new(action.name, action.frame_range[0], action)