Skeleton import code moved to separate file + other renaming
This commit is contained in:
parent
5692a60907
commit
aa8a61175d
|
@ -62,8 +62,8 @@ from .msh_scene_read import read_scene
|
|||
from .msh_material_properties import *
|
||||
from .msh_skeleton_properties import *
|
||||
from .msh_collision_prim_properties import *
|
||||
from .msh_to_blend import *
|
||||
from .msh_material_operators import *
|
||||
from .msh_scene_to_blend import *
|
||||
from .zaa_to_blend import *
|
||||
|
||||
|
||||
|
|
|
@ -39,7 +39,7 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
|
|||
# If it doesn't have a preserved skeleton, then we add the scene root.
|
||||
# If it does have a preserved skeleton, any objects not animatable by blender (i.e. objects above the skeleton, scene root)
|
||||
# will be included in the preserved skeleton
|
||||
if not has_preserved_skeleton(armature):
|
||||
if len(armature.data.swbf_msh_skel):
|
||||
keyable_bones.add(root_name)
|
||||
|
||||
# Subset of above bones to key with dummy frames (all bones not in armature)
|
||||
|
|
|
@ -12,6 +12,7 @@ from .msh_scene import Scene
|
|||
from .msh_material_to_blend import *
|
||||
from .msh_model import *
|
||||
from .msh_skeleton_utilities import *
|
||||
from .msh_skeleton_to_blend import *
|
||||
from .msh_model_gather import get_is_model_hidden
|
||||
from .msh_mesh_to_blend import model_to_mesh_object
|
||||
|
||||
|
@ -108,9 +109,7 @@ def extract_and_apply_anim(filename : str, scene : Scene):
|
|||
|
||||
|
||||
|
||||
# Create the msh hierachy. Armatures are not created here. Much of this could use some optimization...
|
||||
|
||||
# TODO: Replace with an approach informed by existing Blender addons (io_scene_obj e.g.)
|
||||
# Create the msh hierachy. Armatures are not created here.
|
||||
def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]:
|
||||
|
||||
# This will be filled with model names -> Blender objects and returned
|
|
@ -0,0 +1,178 @@
|
|||
""" SWBF skeleton-armature mapping functions. By skeleton, we simply
|
||||
mean models that will end up in an armature. Literal SWBF skeletons (zafbins)
|
||||
are not relevant as of now. """
|
||||
|
||||
import bpy
|
||||
import math
|
||||
|
||||
from typing import List, Set, Dict, Tuple
|
||||
|
||||
from .msh_scene import Scene
|
||||
from .msh_model import *
|
||||
from .msh_model_utilities import *
|
||||
|
||||
from .crc import *
|
||||
|
||||
|
||||
'''
|
||||
Creates armature from the required nodes.
|
||||
Assumes the required_skeleton is already sorted by parent.
|
||||
|
||||
Uses model_map to get the world matrix of each bone (hacky, see NOTE)
|
||||
'''
|
||||
def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
|
||||
|
||||
armature = bpy.data.armatures.new("skeleton")
|
||||
armature_obj = bpy.data.objects.new("skeleton", armature)
|
||||
armature_obj.matrix_world = Matrix.Identity(4)
|
||||
bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
|
||||
|
||||
|
||||
bones_set = set([model.name for model in required_skeleton])
|
||||
|
||||
armature_obj.select_set(True)
|
||||
bpy.context.view_layer.objects.active = armature_obj
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
for bone in required_skeleton:
|
||||
|
||||
edit_bone = armature.edit_bones.new(bone.name)
|
||||
|
||||
if bone.parent and bone.parent in bones_set:
|
||||
edit_bone.parent = armature.edit_bones[bone.parent]
|
||||
|
||||
'''
|
||||
NOTE: I recall there being some rare issue with the get_world_matrix utility func.
|
||||
Never bothered to figure it out and referencing the bone object's world mat always works.
|
||||
Bone objects will be deleted later.
|
||||
'''
|
||||
bone_obj = model_map[bone.name]
|
||||
|
||||
# TODO: This will lead to mistranslated bones when armature is reparented!
|
||||
edit_bone.matrix = bone_obj.matrix_world
|
||||
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
|
||||
|
||||
bone_children = [b for b in get_model_children(bone, required_skeleton)]
|
||||
|
||||
'''
|
||||
Perhaps we'll add an option for importing bones tip-to-tail, but that would
|
||||
require preserving their original transforms as changing the tail position
|
||||
changes the bones' transform...
|
||||
'''
|
||||
tail_pos = Vector()
|
||||
if bone_children:
|
||||
for bone_child in 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:
|
||||
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')
|
||||
armature_obj.select_set(True)
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
return armature_obj
|
||||
|
||||
|
||||
|
||||
|
||||
'''
|
||||
Ok, so this method is crucial. What this does is:
|
||||
1) Find all nodes that are weighted to by skinned segments.
|
||||
2) A node must be included in the armature if it:
|
||||
- is in SKL2 and is not the scene root
|
||||
- has model_type == BONE
|
||||
- is weighted to
|
||||
- has a parent and child that must be in the armature
|
||||
|
||||
This may need a lot of adjustments, don't think I can prove it's validity but it has worked very well
|
||||
and handles all stock + ZETools + Pandemic XSI exporter models I've tested
|
||||
'''
|
||||
def extract_required_skeleton(scene: Scene) -> List[Model]:
|
||||
|
||||
# Will map Model names to Models in scene, for convenience
|
||||
model_dict : Dict[str, Model] = {}
|
||||
|
||||
'''
|
||||
Will contain hashes of all models that definitely need to be in the skeleton/armature.
|
||||
We initialize it with the contents of SKL2 i.e. the nodes that are animated.
|
||||
For now this includes the scene root, but that'll be excluded later.
|
||||
'''
|
||||
skeleton_hashes = set(scene.skeleton)
|
||||
|
||||
'''
|
||||
We also need to add all nodes that are weighted to. These are not necessarily in
|
||||
SKL2, as SKL2 seems to only reference nodes that are keyframed.
|
||||
However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
|
||||
by checking which models are BONEs.
|
||||
'''
|
||||
for model in scene.models:
|
||||
model_dict[model.name] = model
|
||||
|
||||
if model.model_type == ModelType.BONE:
|
||||
skeleton_hashes.add(to_crc(model.name))
|
||||
|
||||
elif model.geometry:
|
||||
for seg in model.geometry:
|
||||
if seg.weights:
|
||||
for weight_set in seg.weights:
|
||||
for weight in weight_set:
|
||||
model_weighted_to = scene.models[weight.bone]
|
||||
|
||||
if to_crc(model_weighted_to.name) not in skeleton_hashes:
|
||||
skeleton_hashes.add(to_crc(model_weighted_to.name))
|
||||
|
||||
# The result of this function (to be sorted by parent)
|
||||
required_skeleton_models = []
|
||||
|
||||
# Set of nodes to be included in required skeleton/were visited
|
||||
visited_nodes = set()
|
||||
|
||||
'''
|
||||
Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
|
||||
- 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
|
||||
- but in bone_x/eff_x/eff_y/bone_y, they do.
|
||||
'''
|
||||
for bone in sort_by_parent(scene.models):
|
||||
|
||||
# make sure we exclude the scene root and any nodes irrelevant to the armature
|
||||
if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
|
||||
continue
|
||||
|
||||
potential_bones = [bone]
|
||||
visited_nodes.add(bone.name)
|
||||
|
||||
# Stacked transform will be needed if we decide to include an option for excluding effectors/roots or
|
||||
# connecting bones tip-to-tail
|
||||
#stacked_transform = model_transform_to_matrix(bone.transform)
|
||||
|
||||
curr_ancestor = model_dict[bone.parent]
|
||||
|
||||
while True:
|
||||
|
||||
# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
|
||||
if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
|
||||
required_skeleton_models.append(bone)
|
||||
visited_nodes.add(bone.name)
|
||||
break
|
||||
|
||||
# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
|
||||
# ancestors.
|
||||
elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
|
||||
for potential_bone in potential_bones:
|
||||
required_skeleton_models.append(potential_bone)
|
||||
visited_nodes.add(potential_bone.name)
|
||||
break
|
||||
|
||||
# Add ancestor to potential bones, update next ancestor
|
||||
else:
|
||||
if curr_ancestor.name not in visited_nodes:
|
||||
potential_bones.insert(0, curr_ancestor)
|
||||
curr_ancestor = model_dict[curr_ancestor.parent]
|
||||
|
||||
#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
|
||||
|
||||
return required_skeleton_models
|
||||
|
|
@ -1,4 +1,4 @@
|
|||
""" Helpers for SWBF skeleton-armature mapping """
|
||||
""" Armature -> SWBF skeleton mapping functions """
|
||||
|
||||
import bpy
|
||||
import math
|
||||
|
@ -19,12 +19,6 @@ def get_bone_world_matrix(armature: bpy.types.Object, bone_name: str) -> Matrix:
|
|||
return None
|
||||
|
||||
|
||||
|
||||
def has_preserved_skeleton(armature : bpy.types.Armature):
|
||||
return len(armature.data.swbf_msh_skel) > 0
|
||||
|
||||
|
||||
|
||||
'''Returns all bones that should be marked as BONE'''
|
||||
def get_real_BONES(armature: bpy.types.Armature) -> Set[str]:
|
||||
|
||||
|
@ -41,182 +35,13 @@ def get_real_BONES(armature: bpy.types.Armature) -> Set[str]:
|
|||
|
||||
if len(skel_props) > 0:
|
||||
for bone in skel_props:
|
||||
#print(f"{bone.name} is a real BONE")
|
||||
real_bones.add(bone.name)
|
||||
elif action:
|
||||
if action:
|
||||
for group in armature.animation_data.action.groups:
|
||||
#print(f"{group.name} is a real BONE")
|
||||
real_bones.add(group.name)
|
||||
else:
|
||||
|
||||
if len(skel_props) == 0 and action is None:
|
||||
for bone in armature.data.bones:
|
||||
#print(f"{bone.name} is a real BONE")
|
||||
real_bones.add(bone.name)
|
||||
|
||||
return real_bones
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
'''
|
||||
Creates armature from the required nodes.
|
||||
Assumes the required_skeleton is already sorted by parent.
|
||||
|
||||
Uses model_map to get the world matrix of each bone (hacky, see NOTE)
|
||||
'''
|
||||
def required_skeleton_to_armature(required_skeleton : List[Model], model_map : Dict[str, bpy.types.Object], msh_scene : Scene) -> bpy.types.Object:
|
||||
|
||||
armature = bpy.data.armatures.new("skeleton")
|
||||
armature_obj = bpy.data.objects.new("skeleton", armature)
|
||||
armature_obj.matrix_world = Matrix.Identity(4)
|
||||
bpy.context.view_layer.active_layer_collection.collection.objects.link(armature_obj)
|
||||
|
||||
|
||||
bones_set = set([model.name for model in required_skeleton])
|
||||
|
||||
armature_obj.select_set(True)
|
||||
bpy.context.view_layer.objects.active = armature_obj
|
||||
bpy.ops.object.mode_set(mode='EDIT')
|
||||
|
||||
for bone in required_skeleton:
|
||||
|
||||
edit_bone = armature.edit_bones.new(bone.name)
|
||||
|
||||
if bone.parent and bone.parent in bones_set:
|
||||
edit_bone.parent = armature.edit_bones[bone.parent]
|
||||
|
||||
'''
|
||||
NOTE: I recall there being some rare issue with the get_world_matrix utility func.
|
||||
Never bothered to figure it out and referencing the bone object's world mat always works.
|
||||
Bone objects will be deleted later.
|
||||
'''
|
||||
bone_obj = model_map[bone.name]
|
||||
|
||||
# TODO: This will lead to mistranslated bones when armature is reparented!
|
||||
edit_bone.matrix = bone_obj.matrix_world
|
||||
edit_bone.tail = bone_obj.matrix_world @ Vector((0.0,1.0,0.0))
|
||||
|
||||
bone_children = [b for b in get_model_children(bone, required_skeleton)]
|
||||
|
||||
'''
|
||||
Perhaps we'll add an option for importing bones tip-to-tail, but that would
|
||||
require preserving their original transforms as changing the tail position
|
||||
changes the bones' transform...
|
||||
'''
|
||||
tail_pos = Vector()
|
||||
if bone_children:
|
||||
for bone_child in 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:
|
||||
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')
|
||||
armature_obj.select_set(True)
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
return armature_obj
|
||||
|
||||
|
||||
|
||||
|
||||
'''
|
||||
Ok, so this method is crucial. What this does is:
|
||||
1) Find all nodes that are weighted to by skinned segments.
|
||||
2) A node must be included in the armature if it:
|
||||
- is in SKL2 and is not the scene root
|
||||
- has model_type == BONE
|
||||
- is weighted to
|
||||
- has a parent and child that must be in the armature
|
||||
|
||||
This may need a lot of adjustments, don't think I can prove it's validity but it has worked very well
|
||||
and handles all stock + ZETools + Pandemic XSI exporter models I've tested
|
||||
'''
|
||||
def extract_required_skeleton(scene: Scene) -> List[Model]:
|
||||
|
||||
# Will map Model names to Models in scene, for convenience
|
||||
model_dict : Dict[str, Model] = {}
|
||||
|
||||
'''
|
||||
Will contain hashes of all models that definitely need to be in the skeleton/armature.
|
||||
We initialize it with the contents of SKL2 i.e. the nodes that are animated.
|
||||
For now this includes the scene root, but that'll be excluded later.
|
||||
'''
|
||||
skeleton_hashes = set(scene.skeleton)
|
||||
|
||||
'''
|
||||
We also need to add all nodes that are weighted to. These are not necessarily in
|
||||
SKL2, as SKL2 seems to only reference nodes that are keyframed.
|
||||
However, sometimes SKL2 is not included when it should be, but it can be mostly recovered
|
||||
by checking which models are BONEs.
|
||||
'''
|
||||
for model in scene.models:
|
||||
model_dict[model.name] = model
|
||||
|
||||
if model.model_type == ModelType.BONE:
|
||||
skeleton_hashes.add(to_crc(model.name))
|
||||
|
||||
elif model.geometry:
|
||||
for seg in model.geometry:
|
||||
if seg.weights:
|
||||
for weight_set in seg.weights:
|
||||
for weight in weight_set:
|
||||
model_weighted_to = scene.models[weight.bone]
|
||||
|
||||
if to_crc(model_weighted_to.name) not in skeleton_hashes:
|
||||
skeleton_hashes.add(to_crc(model_weighted_to.name))
|
||||
|
||||
# The result of this function (to be sorted by parent)
|
||||
required_skeleton_models = []
|
||||
|
||||
# Set of nodes to be included in required skeleton/were visited
|
||||
visited_nodes = set()
|
||||
|
||||
'''
|
||||
Here we add all skeleton nodes (except root) and any necessary ancestors to the armature.
|
||||
- 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
|
||||
- but in bone_x/eff_x/eff_y/bone_y, they do.
|
||||
'''
|
||||
for bone in sort_by_parent(scene.models):
|
||||
|
||||
# make sure we exclude the scene root and any nodes irrelevant to the armature
|
||||
if not bone.parent or to_crc(bone.name) not in skeleton_hashes:
|
||||
continue
|
||||
|
||||
potential_bones = [bone]
|
||||
visited_nodes.add(bone.name)
|
||||
|
||||
# Stacked transform will be needed if we decide to include an option for excluding effectors/roots or
|
||||
# connecting bones tip-to-tail
|
||||
#stacked_transform = model_transform_to_matrix(bone.transform)
|
||||
|
||||
curr_ancestor = model_dict[bone.parent]
|
||||
|
||||
while True:
|
||||
|
||||
# If we hit a non-skin scene root, that means we just add the bone we started with, no ancestors.
|
||||
if not curr_ancestor.parent and curr_ancestor.model_type != ModelType.SKIN:
|
||||
required_skeleton_models.append(bone)
|
||||
visited_nodes.add(bone.name)
|
||||
break
|
||||
|
||||
# If we encounter another bone, a skin, or a previously visited object, we need to add the bone and its
|
||||
# ancestors.
|
||||
elif to_crc(curr_ancestor.name) in scene.skeleton or curr_ancestor.model_type == ModelType.SKIN or curr_ancestor.name in visited_nodes:
|
||||
for potential_bone in potential_bones:
|
||||
required_skeleton_models.append(potential_bone)
|
||||
visited_nodes.add(potential_bone.name)
|
||||
break
|
||||
|
||||
# Add ancestor to potential bones, update next ancestor
|
||||
else:
|
||||
if curr_ancestor.name not in visited_nodes:
|
||||
potential_bones.insert(0, curr_ancestor)
|
||||
curr_ancestor = model_dict[curr_ancestor.parent]
|
||||
|
||||
#stacked_transform = model_transform_to_matrix(curr_ancestor.transform) @ stacked_transform
|
||||
|
||||
return required_skeleton_models
|
||||
|
||||
|
|
Loading…
Reference in New Issue