Correct skeleton imports, though what to do with re-parenting and skeleton impurities such as effector nulls still uncertain

This commit is contained in:
William Herald Snyder
2020-11-25 23:10:14 -05:00
parent 049803f750
commit 8273e01167
5 changed files with 170 additions and 26 deletions

View File

@@ -18,6 +18,102 @@ import os
def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
armature = bpy.data.armatures.new("skeleton")
armature_obj = bpy.data.objects.new("skeleton", armature)
bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
armature_obj.select_set(True)
bpy.context.view_layer.objects.active = armature_obj
bpy.ops.object.mode_set(mode='EDIT')
for bone in refined_skeleton:
edit_bone = armature.edit_bones.new(bone.name)
if bone.parent:
edit_bone.parent = armature.edit_bones[bone.parent]
edit_bone.head = model_map[bone.name].matrix_world.translation
bone_children = [b for b in get_model_children(bone, refined_skeleton)]
if len(bone_children) > 0:
edit_bone.tail = Vector((0.0,0.0,0.0))
for bone_child in bone_children:
edit_bone.tail += model_map[bone_child.name].matrix_world.translation
edit_bone.tail = edit_bone.tail / len(bone_children)
else:
edit_bone.tail = model_map[bone.name].matrix_world @ Vector((-0.2,0.0,0.0))
bpy.ops.object.mode_set(mode='OBJECT')
armature_obj.select_set(True)
bpy.context.view_layer.update()
def extract_refined_skeleton(scene: Scene):
model_dict = {}
children_dict = {}
skeleton_models = []
for model in scene.models:
model_dict[model.name] = model
children_dict[model.name] = []
for model in scene.models:
if model.parent:
children_dict[model.parent].append(model)
if crc(model.name) in scene.skeleton:
skeleton_models.append(model)
refined_skeleton_models = []
for bone in skeleton_models:
if bone.parent:
curr_ancestor = model_dict[bone.parent]
stacked_transform = model_transform_to_matrix(bone.transform)
while True:
if crc(curr_ancestor.name) in scene.skeleton or "dummyroot" in curr_ancestor.name.lower():
new_model = Model()
new_model.name = bone.name
new_model.parent = curr_ancestor.name if "dummyroot" not in curr_ancestor.name.lower() else ""
loc, rot, _ = stacked_transform.decompose()
new_model.transform.rotation = rot
new_model.transform.translation = loc
refined_skeleton_models.append(new_model)
break
else:
curr_ancestor = model_dict[curr_ancestor.parent]
stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
return sort_by_parent(refined_skeleton_models)
def extract_models(scene: Scene, materials_map):
model_map = {}
@@ -25,7 +121,13 @@ def extract_models(scene: Scene, materials_map):
for model in sort_by_parent(scene.models):
new_obj = None
if model.name.startswith("p_") or "collision" in model.name:
if "bone_l_toe" in model.name:
loc = get_model_world_matrix(model, scene.models).translation
print("World bone_l_toe: " + str(loc))
if model.name.startswith("p_") or "collision" in model.name or model.name.startswith("c_") or model.name.startswith("sv_"):
continue
if model.model_type == ModelType.STATIC or model.model_type == ModelType.SKIN:
@@ -37,37 +139,47 @@ def extract_models(scene: Scene, materials_map):
mat_name = ""
full_texcoords = []
for i,seg in enumerate(model.geometry):
if i == 0:
mat_name = seg.material_name
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
if seg.texcoords is not None:
full_texcoords += seg.texcoords
else:
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
offset += len(seg.positions)
new_mesh.from_pydata(verts, [], faces)
new_mesh.update()
new_mesh.validate()
'''
edit_mesh = bmesh.new()
edit_mesh.from_mesh(new_mesh)
if len(full_texcoords) > 0:
uvlayer = edit_mesh.loops.layers.uv.verify()
edit_mesh = bmesh.new()
edit_mesh.from_mesh(new_mesh)
for edit_mesh_face in edit_mesh.faces:
mesh_face = faces[edit_mesh_face.index]
uvlayer = edit_mesh.loops.layers.uv.verify()
for i,loop in enumerate(edit_mesh_face.loops):
texcoord = seg.texcoords[mesh_face[i]]
loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
for edit_mesh_face in edit_mesh.faces:
mesh_face = faces[edit_mesh_face.index]
edit_mesh.to_mesh(new_mesh)
edit_mesh.free()
'''
for i,loop in enumerate(edit_mesh_face.loops):
texcoord = full_texcoords[mesh_face[i]]
loop[uvlayer].uv = tuple([texcoord.x, texcoord.y])
edit_mesh.to_mesh(new_mesh)
edit_mesh.free()
new_obj = bpy.data.objects.new(new_mesh.name, new_mesh)
@@ -102,6 +214,8 @@ def extract_models(scene: Scene, materials_map):
bpy.context.collection.objects.link(new_obj)
return model_map
def extract_materials(folder_path: str, scene: Scene) -> Dict[str,bpy.types.Material]:
@@ -135,7 +249,13 @@ def extract_scene(filepath: str, scene: Scene):
folder = os.path.join(os.path.dirname(filepath),"")
matmap = extract_materials(folder,scene)
extract_models(scene, matmap)
model_map = extract_models(scene, matmap)
skel = extract_refined_skeleton(scene)
refined_skeleton_to_armature(skel, model_map)