Fixed import of animations to allow for bulk import
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cc4a1b0e04
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@ -13,9 +13,9 @@ bl_info = {
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}
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}
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# Taken from glTF-Blender-IO, because I do not understand Python that well
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# Taken from glTF-Blender-IO, because I do not understand Python that well
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# (this is the first thing of substance I've created in it) and just wanted
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# (this is the first thing of substance I've created in it) and just wanted
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# script reloading to work.
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# script reloading to work.
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#
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#
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# https://github.com/KhronosGroup/glTF-Blender-IO
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# https://github.com/KhronosGroup/glTF-Blender-IO
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#
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#
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# Copyright 2018-2019 The glTF-Blender-IO authors.
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# Copyright 2018-2019 The glTF-Blender-IO authors.
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@ -124,7 +124,7 @@ class ExportMSH(Operator, ExportHelper):
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scene, armature_obj = create_scene(
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scene, armature_obj = create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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apply_modifiers=self.apply_modifiers,
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export_target=self.export_target,
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export_target=self.export_target,
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skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
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skel_only=self.animation_export != 'NONE') # Exclude geometry data (except root stuff) if we're doing anims
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@ -141,7 +141,7 @@ class ExportMSH(Operator, ExportHelper):
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set_scene_animation(scene, armature_obj)
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set_scene_animation(scene, armature_obj)
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write_scene_to_file(self.filepath, scene)
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write_scene_to_file(self.filepath, scene)
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elif self.animation_export == 'BATCH':
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elif self.animation_export == 'BATCH':
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export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
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export_dir = self.filepath if os.path.isdir(self.filepath) else os.path.dirname(self.filepath)
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for action in bpy.data.actions:
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for action in bpy.data.actions:
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@ -162,14 +162,14 @@ def menu_func_export(self, context):
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class ImportMSH(Operator, ImportHelper):
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class ImportMSH(Operator, ImportHelper):
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""" Import an SWBF .msh file. """
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""" Import SWBF .msh file(s). """
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bl_idname = "swbf_msh.import"
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bl_idname = "swbf_msh.import"
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bl_label = "Import SWBF .msh File(s)"
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bl_label = "Import SWBF .msh File(s)"
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filename_ext = ".msh"
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filename_ext = ".msh"
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files: CollectionProperty(
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files: CollectionProperty(
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name="File Path",
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name="File Path(s)",
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type=bpy.types.OperatorFileListElement,
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type=bpy.types.OperatorFileListElement,
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)
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)
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@ -181,7 +181,7 @@ class ImportMSH(Operator, ImportHelper):
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animation_only: BoolProperty(
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animation_only: BoolProperty(
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name="Import Animation(s)",
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name="Import Animation(s)",
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description="Import on or more animations from the selected files and append each as a new Action to currently selected Armature.",
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description="Import one or more animations from the selected files and append each as a new Action to currently selected Armature.",
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default=False
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default=False
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)
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)
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@ -193,9 +193,9 @@ class ImportMSH(Operator, ImportHelper):
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if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
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if filepath.endswith(".zaabin") or filepath.endswith(".zaa"):
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extract_and_apply_munged_anim(filepath)
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extract_and_apply_munged_anim(filepath)
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else:
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else:
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with open(filepath, 'rb') as input_file:
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with open(filepath, 'rb') as input_file:
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scene = read_scene(input_file, self.animation_only)
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scene = read_scene(input_file, self.animation_only)
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if not self.animation_only:
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if not self.animation_only:
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extract_scene(filepath, scene)
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extract_scene(filepath, scene)
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else:
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else:
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@ -32,7 +32,6 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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if scene.animation is None:
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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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raise Exception("No animation found in msh file!")
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else:
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else:
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head, tail = os.path.split(filename)
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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anim_name = tail.split(".")[0]
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@ -40,6 +39,11 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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if anim_name in bpy.data.actions:
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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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bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
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for nt in arma.animation_data.nla_tracks:
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if anim_name == nt.strips[0].name:
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arma.animation_data.nla_tracks.remove(nt)
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action = bpy.data.actions.new(anim_name)
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action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
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action.use_fake_user = True
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@ -47,7 +51,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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arma.animation_data_create()
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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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# 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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# to bones starting transforms. Starting = in edit mode
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bone_bind_poses = {}
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bone_bind_poses = {}
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@ -56,7 +60,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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for edit_bone in arma.data.edit_bones:
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for edit_bone in arma.data.edit_bones:
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if edit_bone.parent:
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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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bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
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else:
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else:
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bone_local = arma.matrix_local @ edit_bone.matrix
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bone_local = arma.matrix_local @ edit_bone.matrix
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@ -72,8 +76,8 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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translation_frames, rotation_frames = scene.animation.bone_frames[to_crc(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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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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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_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
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@ -103,4 +107,5 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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fcurve_loc_z.keyframe_points.insert(i,t.z)
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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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arma.animation_data.action = action
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track = arma.animation_data.nla_tracks.new()
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track.strips.new(action.name, action.frame_range[0], action)
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