Animation batch import

This commit is contained in:
William Herald Snyder 2020-12-11 11:50:03 -05:00
parent b749e47536
commit 8a20c38132
2 changed files with 31 additions and 62 deletions

View File

@ -54,7 +54,7 @@ if "bpy" in locals():
import bpy
from bpy_extras.io_utils import ExportHelper, ImportHelper
from bpy.props import BoolProperty, EnumProperty
from bpy.props import BoolProperty, EnumProperty, CollectionProperty
from bpy.types import Operator
from .msh_scene import create_scene
from .msh_scene_save import save_scene
@ -145,6 +145,11 @@ class ImportMSH(Operator, ImportHelper):
bl_label = "Import SWBF .msh File"
filename_ext = ".msh"
files: CollectionProperty(
name="File Path",
type=bpy.types.OperatorFileListElement,
)
filter_glob: StringProperty(
default="*.msh",
options={'HIDDEN'},
@ -159,13 +164,16 @@ class ImportMSH(Operator, ImportHelper):
def execute(self, context):
with open(self.filepath, 'rb') as input_file:
scene = read_scene(input_file, self.animation_only)
if not self.animation_only:
extract_scene(self.filepath, scene)
else:
extract_and_apply_anim(self.filepath, scene)
dirname = os.path.dirname(self.filepath)
for file in self.files:
filepath = os.path.join(dirname, file.name)
with open(filepath, 'rb') as input_file:
scene = read_scene(input_file, self.animation_only)
if not self.animation_only:
extract_scene(filepath, scene)
else:
extract_and_apply_anim(filepath, scene)
return {'FINISHED'}

View File

@ -32,22 +32,13 @@ def extract_and_apply_anim(filename, scene):
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
action = bpy.data.actions.new(anim_name)
action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
bone_bind_poses = {}
bone_stack_mats = {}
'''
for bone in arma.data.bones:
local_mat = bone.matrix_local
if bone.parent:
local_mat = bone.parent.matrix_local.inverted() @ local_mat
bone_bind_poses[bone.name] = local_mat
'''
for bone in arma.data.bones:
bone_obj = bpy.data.objects[bone.name]
@ -67,7 +58,6 @@ def extract_and_apply_anim(filename, scene):
bone_bind_poses[bone.name] = bind_mat.inverted() @ stack_mat
for bone in arma.pose.bones:
if crc(bone.name) in scene.animation.bone_frames:
#print("Inserting anim data for bone: {}".format(bone.name))
@ -80,10 +70,10 @@ def extract_and_apply_anim(filename, scene):
rot_data_path = "pose.bones[\"{}\"].rotation_quaternion".format(bone.name)
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3)
fcurve_rot_w = action.fcurves.new(rot_data_path, index=0, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
for frame in rotation_frames:
i = frame.index
@ -95,9 +85,9 @@ def extract_and_apply_anim(filename, scene):
fcurve_rot_z.keyframe_points.insert(i,q.z)
fcurve_loc_x = action.fcurves.new(loc_data_path, index=0)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2)
fcurve_loc_x = action.fcurves.new(loc_data_path, index=0, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
for frame in translation_frames:
i = frame.index
@ -148,25 +138,22 @@ def refined_skeleton_to_armature(refined_skeleton : List[Model], model_map):
bone_obj = model_map[bone.name]
#edit_bone.head = bone_obj.matrix_world.translation
edit_bone.matrix = bone_obj.matrix_world
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
#edit_bone.length = 1
'''
bone_children = [b for b in get_model_children(bone, refined_skeleton)]
tail_pos = Vector()
if bone_children:
edit_bone.tail = Vector((-0.00001,0.0,0.0))
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)
tail_pos += bone_obj.matrix_world.translation
tail_pos = tail_pos / len(bone_children)
edit_bone.length = .5 #(tail_pos - edit_bone.head).magnitude
else:
edit_bone.tail = model_map[bone.name].matrix_world @ Vector((-0.2,0.0,0.0))
'''
bone_length = .5# edit_bone.parent.length if edit_bone.parent is not None else .5
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,bone_length,0.0))
bpy.ops.object.mode_set(mode='OBJECT')
@ -205,14 +192,6 @@ def extract_refined_skeleton(scene: Scene):
refined_skeleton_models = []
'''
for bone in skeleton_models:
if bone.parent:
if
'''
for bone in skeleton_models:
@ -226,7 +205,6 @@ def extract_refined_skeleton(scene: Scene):
if crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.name == scene.models[0].name:
new_model = Model()
new_model.name = bone.name
print("Adding {} to refined skeleton...".format(bone.name))
new_model.parent = curr_ancestor.name if curr_ancestor.name != scene.models[0].name else ""
loc, rot, _ = stacked_transform.decompose()
@ -417,23 +395,6 @@ def extract_scene(filepath: str, scene: Scene):
loc, rot, _ = bone_local.decompose()
locdiff = obj_loc - loc
quatdiff = obj_rot - rot
if quatdiff.magnitude > .01:
print("Big quat diff here")
print("\t{}: obj quat: {} bone quat: {}".format(bone.name, quat_to_str(obj_rot), quat_to_str(rot)))
#if locdiff.magnitude > .01:
# print("Big loc diff here")
# print("\t{}: obj loc: {} bone loc: {}".format(bone.name, vec_to_str(obj_loc), vec_to_str(loc)))
reparent_obj = None