Anim import code moved to new file
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@ -64,6 +64,7 @@ from .msh_skeleton_properties import *
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from .msh_collision_prim_properties import *
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from .msh_material_operators import *
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from .msh_scene_to_blend import *
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from .msh_anim_to_blend import *
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from .zaa_to_blend import *
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@ -0,0 +1,106 @@
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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 bmesh
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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 .msh_scene import Scene
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from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_skeleton_utilities import *
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from .msh_skeleton_to_blend import *
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from .msh_model_gather import get_is_model_hidden
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from .msh_mesh_to_blend import model_to_mesh_object
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from .crc import *
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import os
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# Extracts and applies anims in the scene to the currently selected armature
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def extract_and_apply_anim(filename : str, scene : Scene):
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arma = bpy.context.view_layer.objects.active
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if not arma or arma.type != 'ARMATURE':
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raise Exception("Select an armature to attach the imported animation to!")
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if scene.animation is None:
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raise Exception("No animation found in msh file!")
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else:
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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if anim_name in bpy.data.actions:
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bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
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action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
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if not arma.animation_data:
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arma.animation_data_create()
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# Record the starting transforms of each bone. Pose space is relative
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# to bones starting transforms. Starting = in edit mode
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bone_bind_poses = {}
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bpy.context.view_layer.objects.active = arma
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bpy.ops.object.mode_set(mode='EDIT')
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for edit_bone in arma.data.edit_bones:
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if edit_bone.parent:
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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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else:
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bone_local = arma.matrix_local @ edit_bone.matrix
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bone_bind_poses[edit_bone.name] = bone_local.inverted()
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bpy.ops.object.mode_set(mode='OBJECT')
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for bone in arma.pose.bones:
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if to_crc(bone.name) in scene.animation.bone_frames:
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bind_mat = bone_bind_poses[bone.name]
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translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
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fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
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fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
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fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
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for frame in rotation_frames:
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i = frame.index
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q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
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fcurve_rot_w.keyframe_points.insert(i,q.w)
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fcurve_rot_x.keyframe_points.insert(i,q.x)
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fcurve_rot_y.keyframe_points.insert(i,q.y)
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fcurve_rot_z.keyframe_points.insert(i,q.z)
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fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
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fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
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fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
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for frame in translation_frames:
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i = frame.index
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t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
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fcurve_loc_x.keyframe_points.insert(i,t.x)
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fcurve_loc_y.keyframe_points.insert(i,t.y)
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fcurve_loc_z.keyframe_points.insert(i,t.z)
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arma.animation_data.action = action
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@ -23,92 +23,6 @@ import os
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# Extracts and applies anims in the scene to the currently selected armature
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def extract_and_apply_anim(filename : str, scene : Scene):
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arma = bpy.context.view_layer.objects.active
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if not arma or arma.type != 'ARMATURE':
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raise Exception("Select an armature to attach the imported animation to!")
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if scene.animation is None:
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raise Exception("No animation found in msh file!")
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else:
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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if anim_name in bpy.data.actions:
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bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
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action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
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if not arma.animation_data:
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arma.animation_data_create()
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# Record the starting transforms of each bone. Pose space is relative
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# to bones starting transforms. Starting = in edit mode
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bone_bind_poses = {}
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bpy.context.view_layer.objects.active = arma
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bpy.ops.object.mode_set(mode='EDIT')
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for edit_bone in arma.data.edit_bones:
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if edit_bone.parent:
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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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else:
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bone_local = arma.matrix_local @ edit_bone.matrix
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bone_bind_poses[edit_bone.name] = bone_local.inverted()
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bpy.ops.object.mode_set(mode='OBJECT')
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for bone in arma.pose.bones:
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if to_crc(bone.name) in scene.animation.bone_frames:
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bind_mat = bone_bind_poses[bone.name]
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translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(bone.name)]
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loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
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rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
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fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
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fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
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fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
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fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
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for frame in rotation_frames:
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i = frame.index
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q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
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fcurve_rot_w.keyframe_points.insert(i,q.w)
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fcurve_rot_x.keyframe_points.insert(i,q.x)
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fcurve_rot_y.keyframe_points.insert(i,q.y)
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fcurve_rot_z.keyframe_points.insert(i,q.z)
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fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
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fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
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fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
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for frame in translation_frames:
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i = frame.index
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t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
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fcurve_loc_x.keyframe_points.insert(i,t.x)
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fcurve_loc_y.keyframe_points.insert(i,t.y)
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fcurve_loc_z.keyframe_points.insert(i,t.z)
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arma.animation_data.action = action
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# Create the msh hierachy. Armatures are not created here.
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def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:
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