DummyRoot data injection for ZA, matrix_local-with-bone-parent bug workaround, ENVL indicies start from one (fixing ZE bug), auto transform application for children of bones in a skeleton used for skinning done but commented out for further decision
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@ -32,7 +32,10 @@ def extract_anim(armature: bpy.types.Armature) -> Animation:
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anim.bone_transforms[bone.name] = []
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for frame in range(num_frames):
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#if frame % 10 == 0:
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# print("Sample frame {}:".format(frame))
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frame_time = framerange.x + frame * increment
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bpy.context.scene.frame_set(frame_time)
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@ -50,6 +53,9 @@ def extract_anim(armature: bpy.types.Armature) -> Animation:
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xform.rotation = convert_rotation_space(rot)
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xform.translation = convert_vector_space(loc)
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#if frame % 10 == 0:
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# print("\t{:10}: loc {:15} rot {:15}".format(bone.name, vec_to_str(xform.translation), quat_to_str(xform.rotation)))
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anim.bone_transforms[bone.name].append(xform)
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return anim
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@ -38,23 +38,37 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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models_list += expand_armature(obj)
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continue
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if skeleton_only:
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continue
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model = Model()
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model.name = obj.name
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model.model_type = get_model_type(obj)
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model.model_type = get_model_type(obj, skeleton_only)
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model.hidden = get_is_model_hidden(obj)
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transform = obj.matrix_local
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transform_reset = Matrix.Identity(4)
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if obj.parent_bone:
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model.parent = obj.parent_bone
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transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ transform
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# matrix_local, when called on an armature child also parented to a bone, appears to be broken.
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# At the very least, the results contradict the docs...
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armature_relative_transform = obj.parent.matrix_world.inverted() @ obj.matrix_world
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bone_relative_transform = obj.parent.data.bones[obj.parent_bone].matrix_local.inverted() @ armature_relative_transform
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transform = bone_relative_transform
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'''
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# Since the transforms of direct bone children are discarded by ZEngine (but not ZEditor), we apply the transform
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# before geometry extraction, then apply the inversion after.
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if obj.type in MESH_OBJECT_TYPES:
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obj.data.transform(bone_relative_transform)
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transform_reset = bone_relative_transform.inverted()
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transform = Matrix.Identity(4)
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'''
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else:
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if obj.parent is not None:
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if obj.parent.type == "ARMATURE":
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model.parent = obj.parent.parent.name
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transform = obj.parent.matrix_local @ transform
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else:
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model.parent = obj.parent.name
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@ -63,6 +77,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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model.transform.translation = convert_vector_space(local_translation)
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if obj.type in MESH_OBJECT_TYPES:
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
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obj.to_mesh_clear()
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@ -70,21 +85,25 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
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_, _, world_scale = obj.matrix_world.decompose()
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world_scale = convert_scale_space(world_scale)
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scale_segments(world_scale, model.geometry)
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for segment in model.geometry:
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if len(segment.positions) > MAX_MSH_VERTEX_COUNT:
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raise RuntimeError(f"Object '{obj.name}' has resulted in a .msh geometry segment that has "
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f"more than {MAX_MSH_VERTEX_COUNT} vertices! Split the object's mesh up "
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f"and try again!")
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if obj.vertex_groups:
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model.bone_map = [group.name for group in obj.vertex_groups]
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obj.data.transform(transform_reset)
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if get_is_collision_primitive(obj):
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model.collisionprimitive = get_collision_primitive(obj)
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if obj.vertex_groups:
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model.bone_map = [group.name for group in obj.vertex_groups]
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models_list.append(model)
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return models_list
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@ -215,10 +234,10 @@ def create_mesh_geometry(mesh: bpy.types.Mesh, has_weights: bool) -> List[Geomet
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return segments
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def get_model_type(obj: bpy.types.Object) -> ModelType:
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def get_model_type(obj: bpy.types.Object, skel_only: bool) -> ModelType:
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""" Get the ModelType for a Blender object. """
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if obj.type in MESH_OBJECT_TYPES:
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if obj.type in MESH_OBJECT_TYPES and not skel_only:
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if obj.vertex_groups:
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return ModelType.SKIN
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else:
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@ -372,7 +391,11 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
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transform = bone.parent.matrix_local.inverted() @ transform
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model.parent = bone.parent.name
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else:
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model.parent = "tst_prop"
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model.parent = obj.parent.name
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for child_obj in obj.children:
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if child_obj.vertex_groups and not get_is_model_hidden(obj) and not obj.parent_bone:
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model.parent = child_obj.name
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local_translation, local_rotation, _ = transform.decompose()
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@ -7,6 +7,26 @@ import mathutils
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import math
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from mathutils import Vector, Matrix
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def inject_dummy_data(model : Model):
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""" Adds a triangle and material to the scene root when exporting skeletons to satisfy ZenAsset. """
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model.hidden = True
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dummy_seg = GeometrySegment()
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dummy_seg.material_name = ""
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dummy_seg.positions = [Vector((0.0,0.1,0.0)), Vector((0.1,0.0,0.0)), Vector((0.0,0.0,0.1))]
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dummy_seg.normals = [Vector((0.0,1.0,0.0)), Vector((1.0,0.0,0.0)), Vector((0.0,0.0,1.0))]
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dummy_seg.texcoords = [Vector((0.1,0.1)), Vector((0.2,0.2)), Vector((0.3,0.3))]
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tri = [[0,1,2]]
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dummy_seg.triangles = tri
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dummy_seg.polygons = tri
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dummy_seg.triangle_strips = tri
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model.geometry = [dummy_seg]
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model.model_type = ModelType.STATIC
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def scale_segments(scale: Vector, segments: List[GeometrySegment]):
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""" Scales are positions in the GeometrySegment list. """
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@ -76,6 +76,10 @@ def create_scene(generate_triangle_strips: bool, apply_modifiers: bool, export_t
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if "Armature" in bpy.context.scene.objects.keys():
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scene.anims = [extract_anim(bpy.context.scene.objects["Armature"])]
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root = scene.models[0]
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if skel_only and root.model_type == ModelType.NULL:
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inject_dummy_data(root)
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return scene
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@ -19,7 +19,7 @@ def save_scene(output_file, scene: Scene, is_animated: bool):
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with msh2.create_child("SINF") as sinf:
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_write_sinf(sinf, scene)
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model_index: Dict[str, int] = {model.name:i for i, model in enumerate(scene.models)}
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model_index: Dict[str, int] = {model.name:(i+1) for i, model in enumerate(scene.models)}
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material_index: Dict[str, int] = {}
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with msh2.create_child("MATL") as matl:
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@ -27,7 +27,7 @@ def save_scene(output_file, scene: Scene, is_animated: bool):
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for index, model in enumerate(scene.models):
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print(model.name)
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#print("Name: {:.10}, Pos: {:15}, Rot: {:15}, Parent: {}".format(model.name, vec_to_str(model.transform.translation), quat_to_str(model.transform.rotation), model.parent))
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with msh2.create_child("MODL") as modl:
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_write_modl(modl, model, index, material_index, model_index)
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@ -48,16 +48,9 @@ def save_scene(output_file, scene: Scene, is_animated: bool):
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def _write_sinf(sinf: Writer, scene: Scene):
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with sinf.create_child("NAME") as name:
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name.write_string("spa1_prop_impdoor_rig")
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name.write_string(scene.name)
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with sinf.create_child("FRAM") as fram:
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min_index = 0
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max_index = 1
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if scene.anims and len(scene.anims) > 0:
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min_index = min([anim.start_index for anim in scene.anims])
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max_index = min([anim.end_index for anim in scene.anims])
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fram.write_i32(0, 1)
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fram.write_f32(29.97)
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@ -126,7 +119,7 @@ def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str
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mtyp.write_u32(model.model_type.value)
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with modl.create_child("MNDX") as mndx:
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mndx.write_u32(index)
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mndx.write_u32(index + 1)
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with modl.create_child("NAME") as name:
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name.write_string(model.name)
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@ -135,13 +128,9 @@ def _write_modl(modl: Writer, model: Model, index: int, material_index: Dict[str
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with modl.create_child("PRNT") as prnt:
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prnt.write_string(model.parent)
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if model.model_type != ModelType.NULL and model.model_type != ModelType.BONE:
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if model.hidden or "Dummy" in model.name or "hp_" in model.name:
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with modl.create_child("FLGS") as flgs:
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flgs.write_u32(1)
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for seg in model.geometry:
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seg.texcoords = None
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if model.hidden:
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with modl.create_child("FLGS") as flgs:
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flgs.write_u32(1)
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with modl.create_child("TRAN") as tran:
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_write_tran(tran, model.transform)
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@ -2,6 +2,13 @@
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from mathutils import Vector
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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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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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