Animations importing correctly for most models, though some (acklay and human) are very wrong and others have one or two incorrect bones (at-at). Bones are imported as is and not made to look pretty in order to preserve animation ease. Letting users import cleaned up skeletons while preserving original transforms via some sort of context-menu addon might be worthwhile...
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@ -36,11 +36,20 @@ def extract_and_apply_anim(filename, scene):
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if not arma.animation_data:
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arma.animation_data_create()
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bone_bind_poses = {}
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for bone in arma.data.bones:
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local_mat = bone.matrix_local
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if bone.parent:
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local_mat = bone.parent.matrix_local.inverted() @ local_mat
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bone_bind_poses[bone.name] = local_mat
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for bone in arma.pose.bones:
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if crc(bone.name) in scene.animation.bone_frames:
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print("Inserting anim data for bone: {}".format(bone.name))
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#print("Inserting anim data for bone: {}".format(bone.name))
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bone_local_mat = arma.data.bones[bone.name].matrix_local
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bone_local_mat = bone_bind_poses[bone.name]
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translation_frames, rotation_frames = scene.animation.bone_frames[crc(bone.name)]
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@ -52,15 +61,20 @@ def extract_and_apply_anim(filename, scene):
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fcurve_rot_y = action.fcurves.new(rot_data_path, index=2)
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fcurve_rot_z = action.fcurves.new(rot_data_path, index=3)
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print("\nBone name: " + bone.name)
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print("\tRot: {}".format(quat_to_str(rotation_frames[0].rotation)))
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for frame in rotation_frames:
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i = frame.index
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q = (bone_local_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
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q = (bone_local_mat.inverted() @ 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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print("\tLoc: {}".format(vec_to_str(translation_frames[0].translation)))
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fcurve_loc_x = action.fcurves.new(loc_data_path, index=0)
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fcurve_loc_y = action.fcurves.new(loc_data_path, index=1)
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@ -68,7 +82,7 @@ def extract_and_apply_anim(filename, scene):
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for frame in translation_frames:
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i = frame.index
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t = bone_local_mat @ convert_vector_space(Vector((0.0,0.0,0.0)))
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t = convert_vector_space(frame.translation) - bone_local_mat.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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@ -113,10 +127,19 @@ def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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if bone.parent:
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edit_bone.parent = armature.edit_bones[bone.parent]
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edit_bone.head = model_map[bone.name].matrix_world.translation
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bone_obj = model_map[bone.name]
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#edit_bone.head = bone_obj.matrix_world.translation
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edit_bone.matrix = bone_obj.matrix_world
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edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
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#edit_bone.length = 1
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'''
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bone_children = [b for b in get_model_children(bone, refined_skeleton)]
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if bone_children:
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edit_bone.tail = Vector((-0.00001,0.0,0.0))
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for bone_child in bone_children:
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@ -124,6 +147,7 @@ def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
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edit_bone.tail = edit_bone.tail / len(bone_children)
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else:
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edit_bone.tail = model_map[bone.name].matrix_world @ Vector((-0.2,0.0,0.0))
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'''
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bpy.ops.object.mode_set(mode='OBJECT')
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@ -220,6 +244,7 @@ def extract_models(scene: Scene, materials_map):
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weights_offsets = {}
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if model.geometry:
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for i,seg in enumerate(model.geometry):
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if i == 0:
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@ -8,7 +8,7 @@ def vec_to_str(vec):
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return "({:.4},{:.4},{:.4})".format(vec.x,vec.y,vec.z)
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def quat_to_str(quat):
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return "({:.4},{:.4},{:.4},{:.4})".format(quat.x, quat.y, quat.z, quat.w)
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return "({:.4},{:.4},{:.4},{:.4})".format(quat.w, quat.x, quat.y, quat.z)
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def add_vec(l: Vector, r: Vector) -> Vector:
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return Vector(v0 + v1 for v0, v1 in zip(l, r))
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