Skeleton import code moved to separate file + other renaming
This commit is contained in:
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5692a60907
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@ -62,8 +62,8 @@ from .msh_scene_read import read_scene
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from .msh_material_properties import *
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from .msh_skeleton_properties import *
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from .msh_collision_prim_properties import *
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from .msh_to_blend import *
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from .msh_material_operators import *
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from .msh_scene_to_blend import *
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from .zaa_to_blend import *
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@ -39,7 +39,7 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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# If it doesn't have a preserved skeleton, then we add the scene root.
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# If it does have a preserved skeleton, any objects not animatable by blender (i.e. objects above the skeleton, scene root)
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# will be included in the preserved skeleton
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if not has_preserved_skeleton(armature):
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if len(armature.data.swbf_msh_skel):
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keyable_bones.add(root_name)
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# Subset of above bones to key with dummy frames (all bones not in armature)
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@ -12,6 +12,7 @@ from .msh_scene import Scene
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from .msh_material_to_blend import *
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from .msh_model import *
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from .msh_skeleton_utilities import *
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from .msh_skeleton_to_blend import *
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from .msh_model_gather import get_is_model_hidden
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from .msh_mesh_to_blend import model_to_mesh_object
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@ -108,9 +109,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
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# Create the msh hierachy. Armatures are not created here. Much of this could use some optimization...
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# TODO: Replace with an approach informed by existing Blender addons (io_scene_obj e.g.)
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# Create the msh hierachy. Armatures are not created here.
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def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:
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# This will be filled with model names -> Blender objects and returned
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178
addons/io_scene_swbf_msh/msh_skeleton_to_blend.py
Normal file
178
addons/io_scene_swbf_msh/msh_skeleton_to_blend.py
Normal file
@ -0,0 +1,178 @@
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""" SWBF skeleton-armature mapping functions. By skeleton, we simply
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mean models that will end up in an armature. Literal SWBF skeletons (zafbins)
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are not relevant as of now. """
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import bpy
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import math
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from typing import List, Set, Dict, Tuple
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from .msh_scene import Scene
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from .msh_model import *
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from .msh_model_utilities import *
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from .crc import *
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'''
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Creates armature from the required nodes.
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Assumes the required_skeleton is already sorted by parent.
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Uses model_map to get the world matrix of each bone (hacky, see NOTE)
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'''
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def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
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armature = bpy.data.armatures.new("skeleton")
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armature_obj = bpy.data.objects.new("skeleton", armature)
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armature_obj.matrix_world = Matrix.Identity(4)
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bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
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bones_set = set([model.name for model in required_skeleton])
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armature_obj.select_set(True)
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bpy.context.view_layer.objects.active = armature_obj
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in required_skeleton:
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edit_bone = armature.edit_bones.new(bone.name)
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if bone.parent and bone.parent in bones_set:
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edit_bone.parent = armature.edit_bones[bone.parent]
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'''
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NOTE: I recall there being some rare issue with the get_world_matrix utility func.
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Never bothered to figure it out and referencing the bone object's world mat always works.
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Bone objects will be deleted later.
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'''
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bone_obj = model_map[bone.name]
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# TODO: This will lead to mistranslated bones when armature is reparented!
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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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bone_children = [b for b in get_model_children(bone, required_skeleton)]
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'''
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Perhaps we'll add an option for importing bones tip-to-tail, but that would
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require preserving their original transforms as changing the tail position
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changes the bones' transform...
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'''
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tail_pos = Vector()
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if bone_children:
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for bone_child in bone_children:
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tail_pos += bone_obj.matrix_world.translation
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tail_pos = tail_pos / len(bone_children)
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edit_bone.length = .5 #(tail_pos - edit_bone.head).magnitude
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else:
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bone_length = .5# edit_bone.parent.length if edit_bone.parent is not None else .5
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edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,bone_length,0.0))
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bpy.ops.object.mode_set(mode='OBJECT')
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armature_obj.select_set(True)
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bpy.context.view_layer.update()
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return armature_obj
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'''
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Ok, so this method is crucial. What this does is:
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1) Find all nodes that are weighted to by skinned segments.
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2) A node must be included in the armature if it:
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- is in SKL2 and is not the scene root
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- has model_type == BONE
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- is weighted to
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- has a parent and child that must be in the armature
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This may need a lot of adjustments, don't think I can prove it's validity but it has worked very well
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and handles all stock + ZETools + Pandemic XSI exporter models I've tested
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'''
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def extract_required_skeleton(scene: Scene) -> List[Model]:
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# Will map Model names to Models in scene, for convenience
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model_dict : Dict[str, Model] = {}
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'''
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Will contain hashes of all models that definitely need to be in the skeleton/armature.
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We initialize it with the contents of SKL2 i.e. the nodes that are animated.
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For now this includes the scene root, but that'll be excluded later.
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'''
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skeleton_hashes = set(scene.skeleton)
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'''
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We also need to add all nodes that are weighted to. These are not necessarily in
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SKL2, as SKL2 seems to only reference nodes that are keyframed.
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However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
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by checking which models are BONEs.
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'''
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for model in scene.models:
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model_dict[model.name] = model
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if model.model_type == ModelType.BONE:
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skeleton_hashes.add(to_crc(model.name))
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elif model.geometry:
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for seg in model.geometry:
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if seg.weights:
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for weight_set in seg.weights:
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for weight in weight_set:
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model_weighted_to = scene.models[weight.bone]
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if to_crc(model_weighted_to.name) not in skeleton_hashes:
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skeleton_hashes.add(to_crc(model_weighted_to.name))
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# The result of this function (to be sorted by parent)
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required_skeleton_models = []
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# Set of nodes to be included in required skeleton/were visited
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visited_nodes = set()
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'''
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Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
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- e.g. in bone_x/eff_x/eff_y, the effectors do not have to be in armature, as they are not ancestors of a bone
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- but in bone_x/eff_x/eff_y/bone_y, they do.
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'''
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for bone in sort_by_parent(scene.models):
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# make sure we exclude the scene root and any nodes irrelevant to the armature
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if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
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continue
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potential_bones = [bone]
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visited_nodes.add(bone.name)
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# Stacked transform will be needed if we decide to include an option for excluding effectors/roots or
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# connecting bones tip-to-tail
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#stacked_transform = model_transform_to_matrix(bone.transform)
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curr_ancestor = model_dict[bone.parent]
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while True:
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# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
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if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
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required_skeleton_models.append(bone)
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visited_nodes.add(bone.name)
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break
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# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
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# ancestors.
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elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
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for potential_bone in potential_bones:
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required_skeleton_models.append(potential_bone)
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visited_nodes.add(potential_bone.name)
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break
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# Add ancestor to potential bones, update next ancestor
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else:
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if curr_ancestor.name not in visited_nodes:
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potential_bones.insert(0, curr_ancestor)
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curr_ancestor = model_dict[curr_ancestor.parent]
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#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
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return required_skeleton_models
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@ -1,4 +1,4 @@
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""" Helpers for SWBF skeleton-armature mapping """
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""" Armature -> SWBF skeleton mapping functions """
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import bpy
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import math
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@ -19,12 +19,6 @@ def get_bone_world_matrix(armature: bpy.types.Object, bone_name: str) -> Matrix:
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return None
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def has_preserved_skeleton(armature : bpy.types.Armature):
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return len(armature.data.swbf_msh_skel) > 0
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'''Returns all bones that should be marked as BONE'''
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def get_real_BONES(armature: bpy.types.Armature) -> Set[str]:
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@ -41,182 +35,13 @@ def get_real_BONES(armature: bpy.types.Armature) -> Set[str]:
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if len(skel_props) > 0:
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for bone in skel_props:
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#print(f"{bone.name} is a real BONE")
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real_bones.add(bone.name)
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elif action:
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if action:
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for group in armature.animation_data.action.groups:
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#print(f"{group.name} is a real BONE")
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real_bones.add(group.name)
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else:
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if len(skel_props) == 0 and action is None:
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for bone in armature.data.bones:
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#print(f"{bone.name} is a real BONE")
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real_bones.add(bone.name)
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return real_bones
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'''
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Creates armature from the required nodes.
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Assumes the required_skeleton is already sorted by parent.
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Uses model_map to get the world matrix of each bone (hacky, see NOTE)
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'''
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def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
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armature = bpy.data.armatures.new("skeleton")
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armature_obj = bpy.data.objects.new("skeleton", armature)
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armature_obj.matrix_world = Matrix.Identity(4)
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bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
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bones_set = set([model.name for model in required_skeleton])
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armature_obj.select_set(True)
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bpy.context.view_layer.objects.active = armature_obj
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in required_skeleton:
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edit_bone = armature.edit_bones.new(bone.name)
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if bone.parent and bone.parent in bones_set:
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edit_bone.parent = armature.edit_bones[bone.parent]
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'''
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NOTE: I recall there being some rare issue with the get_world_matrix utility func.
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Never bothered to figure it out and referencing the bone object's world mat always works.
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Bone objects will be deleted later.
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'''
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bone_obj = model_map[bone.name]
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# TODO: This will lead to mistranslated bones when armature is reparented!
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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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bone_children = [b for b in get_model_children(bone, required_skeleton)]
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'''
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Perhaps we'll add an option for importing bones tip-to-tail, but that would
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require preserving their original transforms as changing the tail position
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changes the bones' transform...
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'''
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tail_pos = Vector()
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if bone_children:
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for bone_child in bone_children:
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tail_pos += bone_obj.matrix_world.translation
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tail_pos = tail_pos / len(bone_children)
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edit_bone.length = .5 #(tail_pos - edit_bone.head).magnitude
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else:
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bone_length = .5# edit_bone.parent.length if edit_bone.parent is not None else .5
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edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,bone_length,0.0))
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bpy.ops.object.mode_set(mode='OBJECT')
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armature_obj.select_set(True)
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bpy.context.view_layer.update()
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return armature_obj
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'''
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Ok, so this method is crucial. What this does is:
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1) Find all nodes that are weighted to by skinned segments.
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2) A node must be included in the armature if it:
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- is in SKL2 and is not the scene root
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- has model_type == BONE
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- is weighted to
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- has a parent and child that must be in the armature
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This may need a lot of adjustments, don't think I can prove it's validity but it has worked very well
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and handles all stock + ZETools + Pandemic XSI exporter models I've tested
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'''
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def extract_required_skeleton(scene: Scene) -> List[Model]:
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# Will map Model names to Models in scene, for convenience
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model_dict : Dict[str, Model] = {}
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'''
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Will contain hashes of all models that definitely need to be in the skeleton/armature.
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We initialize it with the contents of SKL2 i.e. the nodes that are animated.
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For now this includes the scene root, but that'll be excluded later.
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'''
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skeleton_hashes = set(scene.skeleton)
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'''
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We also need to add all nodes that are weighted to. These are not necessarily in
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SKL2, as SKL2 seems to only reference nodes that are keyframed.
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However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
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by checking which models are BONEs.
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'''
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for model in scene.models:
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model_dict[model.name] = model
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if model.model_type == ModelType.BONE:
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skeleton_hashes.add(to_crc(model.name))
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elif model.geometry:
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for seg in model.geometry:
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if seg.weights:
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for weight_set in seg.weights:
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for weight in weight_set:
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model_weighted_to = scene.models[weight.bone]
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if to_crc(model_weighted_to.name) not in skeleton_hashes:
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skeleton_hashes.add(to_crc(model_weighted_to.name))
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# The result of this function (to be sorted by parent)
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required_skeleton_models = []
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# Set of nodes to be included in required skeleton/were visited
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visited_nodes = set()
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'''
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Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
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- e.g. in bone_x/eff_x/eff_y, the effectors do not have to be in armature, as they are not ancestors of a bone
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- but in bone_x/eff_x/eff_y/bone_y, they do.
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'''
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for bone in sort_by_parent(scene.models):
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# make sure we exclude the scene root and any nodes irrelevant to the armature
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if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
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continue
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potential_bones = [bone]
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visited_nodes.add(bone.name)
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# Stacked transform will be needed if we decide to include an option for excluding effectors/roots or
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# connecting bones tip-to-tail
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#stacked_transform = model_transform_to_matrix(bone.transform)
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curr_ancestor = model_dict[bone.parent]
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while True:
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# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
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if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
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required_skeleton_models.append(bone)
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visited_nodes.add(bone.name)
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break
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# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
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# ancestors.
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elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
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for potential_bone in potential_bones:
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required_skeleton_models.append(potential_bone)
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visited_nodes.add(potential_bone.name)
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break
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# Add ancestor to potential bones, update next ancestor
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else:
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if curr_ancestor.name not in visited_nodes:
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potential_bones.insert(0, curr_ancestor)
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curr_ancestor = model_dict[curr_ancestor.parent]
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#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
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return required_skeleton_models
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