Correct pose-relative transforms for impure skeletons
This commit is contained in:
parent
49f89a1fde
commit
b749e47536
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@ -33,7 +33,7 @@ def read_scene(input_file, anim_only=False) -> Scene:
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next_header = hedr.peak_next_header()
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next_header = hedr.peak_next_header()
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if "MSH2" in next_header:
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if next_header == "MSH2":
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with hedr.read_child() as msh2:
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with hedr.read_child() as msh2:
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@ -44,30 +44,29 @@ def read_scene(input_file, anim_only=False) -> Scene:
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next_header = msh2.peak_next_header()
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next_header = msh2.peak_next_header()
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if "SINF" in next_header:
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if next_header == "SINF":
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with msh2.read_child() as sinf:
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with msh2.read_child() as sinf:
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pass
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pass
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elif "MATL" in next_header:
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elif next_header == "MATL":
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with msh2.read_child() as matl:
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with msh2.read_child() as matl:
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materials_list += _read_matl_and_get_materials_list(matl)
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materials_list += _read_matl_and_get_materials_list(matl)
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for i,mat in enumerate(materials_list):
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for i,mat in enumerate(materials_list):
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scene.materials[mat.name] = mat
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scene.materials[mat.name] = mat
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elif "MODL" in next_header:
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elif next_header == "MODL":
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while ("MODL" in msh2.peak_next_header()):
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with msh2.read_child() as modl:
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with msh2.read_child() as modl:
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scene.models.append(_read_modl(modl, materials_list))
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scene.models.append(_read_modl(modl, materials_list))
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else:
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else:
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msh2.skip_bytes(1)
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msh2.skip_bytes(1)
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elif "SKL2" in next_header:
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elif next_header == "SKL2":
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with hedr.read_child() as skl2:
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with hedr.read_child() as skl2:
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num_bones = skl2.read_u32()
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num_bones = skl2.read_u32()
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scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
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scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
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elif "ANM2" in next_header:
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elif next_header == "ANM2":
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with hedr.read_child() as anm2:
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with hedr.read_child() as anm2:
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scene.animation = _read_anm2(anm2)
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scene.animation = _read_anm2(anm2)
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@ -118,36 +117,36 @@ def _read_matd(matd: Reader) -> Material:
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next_header = matd.peak_next_header()
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next_header = matd.peak_next_header()
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if "NAME" in next_header:
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if next_header == "NAME":
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with matd.read_child() as name:
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with matd.read_child() as name:
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mat.name = name.read_string()
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mat.name = name.read_string()
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elif "DATA" in next_header:
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elif next_header == "DATA":
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with matd.read_child() as data:
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with matd.read_child() as data:
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data.read_f32(4) # Diffuse Color (Seams to get ignored by modelmunge)
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data.read_f32(4) # Diffuse Color (Seams to get ignored by modelmunge)
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mat.specular_color = data.read_f32(4)
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mat.specular_color = data.read_f32(4)
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data.read_f32(4) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
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data.read_f32(4) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
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data.read_f32() # Specular Exponent/Decay (Gets ignored by RedEngine in SWBFII for all known materials)
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data.read_f32() # Specular Exponent/Decay (Gets ignored by RedEngine in SWBFII for all known materials)
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elif "ATRB" in next_header:
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elif next_header == "ATRB":
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with matd.read_child() as atrb:
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with matd.read_child() as atrb:
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mat.flags = atrb.read_u8()
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mat.flags = atrb.read_u8()
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mat.rendertype = atrb.read_u8()
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mat.rendertype = atrb.read_u8()
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mat.data = atrb.read_u8(2)
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mat.data = atrb.read_u8(2)
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elif "TX0D" in next_header:
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elif next_header == "TX0D":
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with matd.read_child() as tx0d:
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with matd.read_child() as tx0d:
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mat.texture0 = tx0d.read_string()
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mat.texture0 = tx0d.read_string()
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elif "TX1D" in next_header:
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elif next_header == "TX1D":
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with matd.read_child() as tx1d:
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with matd.read_child() as tx1d:
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mat.texture1 = tx1d.read_string()
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mat.texture1 = tx1d.read_string()
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elif "TX2D" in next_header:
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elif next_header == "TX2D":
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with matd.read_child() as tx2d:
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with matd.read_child() as tx2d:
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mat.texture2 = tx2d.read_string()
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mat.texture2 = tx2d.read_string()
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elif "TX3D" in next_header:
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elif next_header == "TX3D":
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with matd.read_child() as tx3d:
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with matd.read_child() as tx3d:
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mat.texture3 = tx3d.read_string()
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mat.texture3 = tx3d.read_string()
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@ -165,11 +164,11 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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next_header = modl.peak_next_header()
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next_header = modl.peak_next_header()
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if "MTYP" in next_header:
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if next_header == "MTYP":
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with modl.read_child() as mtyp:
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with modl.read_child() as mtyp:
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model.model_type = ModelType(mtyp.read_u32())
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model.model_type = ModelType(mtyp.read_u32())
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elif "MNDX" in next_header:
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elif next_header == "MNDX":
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with modl.read_child() as mndx:
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with modl.read_child() as mndx:
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index = mndx.read_u32()
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index = mndx.read_u32()
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@ -181,23 +180,23 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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model_counter += 1
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model_counter += 1
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elif "NAME" in next_header:
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elif next_header == "NAME":
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with modl.read_child() as name:
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with modl.read_child() as name:
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model.name = name.read_string()
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model.name = name.read_string()
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elif "PRNT" in next_header:
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elif next_header == "PRNT":
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with modl.read_child() as prnt:
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with modl.read_child() as prnt:
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model.parent = prnt.read_string()
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model.parent = prnt.read_string()
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elif "FLGS" in next_header:
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elif next_header == "FLGS":
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with modl.read_child() as flgs:
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with modl.read_child() as flgs:
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model.hidden = flgs.read_u32()
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model.hidden = flgs.read_u32()
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elif "TRAN" in next_header:
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elif next_header == "TRAN":
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with modl.read_child() as tran:
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with modl.read_child() as tran:
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model.transform = _read_tran(tran)
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model.transform = _read_tran(tran)
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elif "GEOM" in next_header:
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elif next_header == "GEOM":
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model.geometry = []
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model.geometry = []
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envelope = []
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envelope = []
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@ -206,11 +205,11 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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while geom.could_have_child():
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while geom.could_have_child():
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next_header_geom = geom.peak_next_header()
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next_header_geom = geom.peak_next_header()
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if "SEGM" in next_header_geom:
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if next_header_geom == "SEGM":
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with geom.read_child() as segm:
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with geom.read_child() as segm:
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model.geometry.append(_read_segm(segm, materials_list))
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model.geometry.append(_read_segm(segm, materials_list))
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elif "ENVL" in next_header_geom:
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elif next_header_geom == "ENVL":
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with geom.read_child() as envl:
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with geom.read_child() as envl:
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num_indicies = envl.read_u32()
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num_indicies = envl.read_u32()
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envelope += [envl.read_u32() for _ in range(num_indicies)]
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envelope += [envl.read_u32() for _ in range(num_indicies)]
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@ -228,7 +227,7 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
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index = vertex_weight.bone
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index = vertex_weight.bone
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weight_set[i] = VertexWeight(vertex_weight.weight, envelope[vertex_weight.bone])
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weight_set[i] = VertexWeight(vertex_weight.weight, envelope[vertex_weight.bone])
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elif "SWCI" in next_header:
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elif next_header == "SWCI":
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prim = CollisionPrimitive()
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prim = CollisionPrimitive()
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with modl.read_child() as swci:
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with modl.read_child() as swci:
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prim.shape = CollisionPrimitiveShape(swci.read_u32())
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prim.shape = CollisionPrimitiveShape(swci.read_u32())
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@ -267,25 +266,25 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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next_header = segm.peak_next_header()
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next_header = segm.peak_next_header()
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if "MATI" in next_header:
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if next_header == "MATI":
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with segm.read_child() as mati:
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with segm.read_child() as mati:
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geometry_seg.material_name = materials_list[mati.read_u32()].name
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geometry_seg.material_name = materials_list[mati.read_u32()].name
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elif "POSL" in next_header:
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elif next_header == "POSL":
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with segm.read_child() as posl:
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with segm.read_child() as posl:
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num_positions = posl.read_u32()
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num_positions = posl.read_u32()
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for _ in range(num_positions):
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for _ in range(num_positions):
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geometry_seg.positions.append(Vector(posl.read_f32(3)))
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geometry_seg.positions.append(Vector(posl.read_f32(3)))
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elif "NRML" in next_header:
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elif next_header == "NRML":
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with segm.read_child() as nrml:
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with segm.read_child() as nrml:
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num_normals = nrml.read_u32()
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num_normals = nrml.read_u32()
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for _ in range(num_positions):
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for _ in range(num_positions):
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geometry_seg.normals.append(Vector(nrml.read_f32(3)))
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geometry_seg.normals.append(Vector(nrml.read_f32(3)))
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elif "CLRL" in next_header:
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elif next_header == "CLRL":
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geometry_seg.colors = []
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geometry_seg.colors = []
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with segm.read_child() as clrl:
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with segm.read_child() as clrl:
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@ -294,14 +293,14 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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for _ in range(num_colors):
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for _ in range(num_colors):
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geometry_seg.colors += unpack_color(clrl.read_u32())
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geometry_seg.colors += unpack_color(clrl.read_u32())
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elif "UV0L" in next_header:
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elif next_header == "UV0L":
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with segm.read_child() as uv0l:
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with segm.read_child() as uv0l:
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num_texcoords = uv0l.read_u32()
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num_texcoords = uv0l.read_u32()
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for _ in range(num_texcoords):
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for _ in range(num_texcoords):
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geometry_seg.texcoords.append(Vector(uv0l.read_f32(2)))
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geometry_seg.texcoords.append(Vector(uv0l.read_f32(2)))
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elif "NDXL" in next_header:
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elif next_header == "NDXL":
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with segm.read_child() as ndxl:
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with segm.read_child() as ndxl:
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num_polygons = ndxl.read_u32()
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num_polygons = ndxl.read_u32()
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@ -309,14 +308,14 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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polygon = ndxl.read_u16(ndxl.read_u16())
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polygon = ndxl.read_u16(ndxl.read_u16())
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geometry_seg.polygons.append(polygon)
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geometry_seg.polygons.append(polygon)
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elif "NDXT" in next_header:
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elif next_header == "NDXT":
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with segm.read_child() as ndxt:
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with segm.read_child() as ndxt:
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num_tris = ndxt.read_u32()
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num_tris = ndxt.read_u32()
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for _ in range(num_tris):
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for _ in range(num_tris):
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geometry_seg.triangles.append(ndxt.read_u16(3))
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geometry_seg.triangles.append(ndxt.read_u16(3))
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elif "STRP" in next_header:
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elif next_header == "STRP":
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strips : List[List[int]] = []
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strips : List[List[int]] = []
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with segm.read_child() as strp:
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with segm.read_child() as strp:
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@ -357,7 +356,7 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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#if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
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#if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
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# segm.skip_bytes(-2)
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# segm.skip_bytes(-2)
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elif "WGHT" in next_header:
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elif next_header == "WGHT":
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with segm.read_child() as wght:
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with segm.read_child() as wght:
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geometry_seg.weights = []
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geometry_seg.weights = []
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next_header = anm2.peak_next_header()
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next_header = anm2.peak_next_header()
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if "CYCL" in next_header:
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if next_header == "CYCL":
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with anm2.read_child() as cycl:
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with anm2.read_child() as cycl:
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pass
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pass
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elif "KFR3" in next_header:
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'''
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num_anims = cycl.read_u32()
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for _ in range(num_anims):
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cycl.skip_bytes(64)
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print("CYCL play style {}".format(cycl.read_u32(4)[1]))
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'''
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elif next_header == "KFR3":
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with anm2.read_child() as kfr3:
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with anm2.read_child() as kfr3:
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num_bones = kfr3.read_u32()
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num_bones = kfr3.read_u32()
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@ -20,75 +20,94 @@ import os
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def extract_and_apply_anim(filename, scene):
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def extract_and_apply_anim(filename, scene):
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arma = bpy.context.view_layer.objects.active
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arma = bpy.context.view_layer.objects.active
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if arma.type != 'ARMATURE':
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if arma.type != 'ARMATURE':
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raise Exception("Select an armature to attach the imported animation to!")
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raise Exception("Select an armature to attach the imported animation to!")
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if scene.animation is None:
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if scene.animation is None:
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raise Exception("No animation found in msh file")
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raise Exception("No animation found in msh file!")
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else:
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else:
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head, tail = os.path.split(filename)
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head, tail = os.path.split(filename)
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anim_name = tail.split(".")[0]
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anim_name = tail.split(".")[0]
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action = bpy.data.actions.new(anim_name)
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action = bpy.data.actions.new(anim_name)
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if not arma.animation_data:
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if not arma.animation_data:
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arma.animation_data_create()
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arma.animation_data_create()
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bone_bind_poses = {}
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for bone in arma.data.bones:
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local_mat = bone.matrix_local
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if bone.parent:
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local_mat = bone.parent.matrix_local.inverted() @ local_mat
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bone_bind_poses[bone.name] = local_mat
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for bone in arma.pose.bones:
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if crc(bone.name) in scene.animation.bone_frames:
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bone_bind_poses = {}
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#print("Inserting anim data for bone: {}".format(bone.name))
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bone_stack_mats = {}
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'''
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for bone in arma.data.bones:
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local_mat = bone.matrix_local
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if bone.parent:
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local_mat = bone.parent.matrix_local.inverted() @ local_mat
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bone_bind_poses[bone.name] = local_mat
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'''
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for bone in arma.data.bones:
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bone_obj = bpy.data.objects[bone.name]
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bone_obj_parent = bone_obj.parent
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bind_mat = bone_obj.matrix_local
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stack_mat = Matrix.Identity(4)
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bone_local_mat = bone_bind_poses[bone.name]
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while(True):
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if bone_obj_parent is None or bone_obj_parent.name in arma.data.bones:
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break
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bind_mat = bone_obj_parent.matrix_local @ bind_mat
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||||||
|
stack_mat = bone_obj_parent.matrix_local @ stack_mat
|
||||||
|
bone_obj_parent = bone_obj_parent.parent
|
||||||
|
|
||||||
translation_frames, rotation_frames = scene.animation.bone_frames[crc(bone.name)]
|
bone_bind_poses[bone.name] = bind_mat.inverted() @ stack_mat
|
||||||
|
|
||||||
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
|
|
||||||
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)
|
|
||||||
|
|
||||||
print("\nBone name: " + bone.name)
|
|
||||||
print("\tRot: {}".format(quat_to_str(rotation_frames[0].rotation)))
|
|
||||||
|
|
||||||
for frame in rotation_frames:
|
|
||||||
i = frame.index
|
|
||||||
q = (bone_local_mat.inverted() @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
|
|
||||||
|
|
||||||
fcurve_rot_w.keyframe_points.insert(i,q.w)
|
|
||||||
fcurve_rot_x.keyframe_points.insert(i,q.x)
|
|
||||||
fcurve_rot_y.keyframe_points.insert(i,q.y)
|
|
||||||
fcurve_rot_z.keyframe_points.insert(i,q.z)
|
|
||||||
|
|
||||||
print("\tLoc: {}".format(vec_to_str(translation_frames[0].translation)))
|
|
||||||
|
|
||||||
|
|
||||||
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)
|
|
||||||
|
|
||||||
for frame in translation_frames:
|
for bone in arma.pose.bones:
|
||||||
i = frame.index
|
if crc(bone.name) in scene.animation.bone_frames:
|
||||||
t = convert_vector_space(frame.translation) - bone_local_mat.translation
|
#print("Inserting anim data for bone: {}".format(bone.name))
|
||||||
|
|
||||||
fcurve_loc_x.keyframe_points.insert(i,t.x)
|
bind_mat = bone_bind_poses[bone.name]
|
||||||
fcurve_loc_y.keyframe_points.insert(i,t.y)
|
|
||||||
fcurve_loc_z.keyframe_points.insert(i,t.z)
|
|
||||||
|
|
||||||
arma.animation_data.action = action
|
translation_frames, rotation_frames = scene.animation.bone_frames[crc(bone.name)]
|
||||||
|
|
||||||
|
loc_data_path = "pose.bones[\"{}\"].location".format(bone.name)
|
||||||
|
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)
|
||||||
|
|
||||||
|
for frame in rotation_frames:
|
||||||
|
i = frame.index
|
||||||
|
q = (bind_mat @ convert_rotation_space(frame.rotation).to_matrix().to_4x4()).to_quaternion()
|
||||||
|
|
||||||
|
fcurve_rot_w.keyframe_points.insert(i,q.w)
|
||||||
|
fcurve_rot_x.keyframe_points.insert(i,q.x)
|
||||||
|
fcurve_rot_y.keyframe_points.insert(i,q.y)
|
||||||
|
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)
|
||||||
|
|
||||||
|
for frame in translation_frames:
|
||||||
|
i = frame.index
|
||||||
|
t = (bind_mat @ Matrix.Translation(convert_vector_space(frame.translation))).translation
|
||||||
|
|
||||||
|
fcurve_loc_x.keyframe_points.insert(i,t.x)
|
||||||
|
fcurve_loc_y.keyframe_points.insert(i,t.y)
|
||||||
|
fcurve_loc_z.keyframe_points.insert(i,t.z)
|
||||||
|
|
||||||
|
arma.animation_data.action = action
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
@ -187,6 +206,14 @@ def extract_refined_skeleton(scene: Scene):
|
||||||
|
|
||||||
refined_skeleton_models = []
|
refined_skeleton_models = []
|
||||||
|
|
||||||
|
'''
|
||||||
|
for bone in skeleton_models:
|
||||||
|
|
||||||
|
if bone.parent:
|
||||||
|
if
|
||||||
|
'''
|
||||||
|
|
||||||
|
|
||||||
for bone in skeleton_models:
|
for bone in skeleton_models:
|
||||||
|
|
||||||
if bone.parent:
|
if bone.parent:
|
||||||
|
@ -245,30 +272,30 @@ def extract_models(scene: Scene, materials_map):
|
||||||
weights_offsets = {}
|
weights_offsets = {}
|
||||||
|
|
||||||
if model.geometry:
|
if model.geometry:
|
||||||
for i,seg in enumerate(model.geometry):
|
for i,seg in enumerate(model.geometry):
|
||||||
|
|
||||||
if i == 0:
|
if i == 0:
|
||||||
mat_name = seg.material_name
|
mat_name = seg.material_name
|
||||||
|
|
||||||
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
|
verts += [tuple(convert_vector_space(v)) for v in seg.positions]
|
||||||
|
|
||||||
if seg.weights:
|
if seg.weights:
|
||||||
weights_offsets[offset] = seg.weights
|
weights_offsets[offset] = seg.weights
|
||||||
|
|
||||||
if seg.texcoords is not None:
|
if seg.texcoords is not None:
|
||||||
full_texcoords += seg.texcoords
|
full_texcoords += seg.texcoords
|
||||||
else:
|
else:
|
||||||
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
|
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
|
||||||
|
|
||||||
if seg.triangles:
|
if seg.triangles:
|
||||||
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
|
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
|
||||||
else:
|
else:
|
||||||
for strip in seg.triangle_strips:
|
for strip in seg.triangle_strips:
|
||||||
for i in range(len(strip) - 2):
|
for i in range(len(strip) - 2):
|
||||||
face = tuple([offset + strip[j] for j in range(i,i+3)])
|
face = tuple([offset + strip[j] for j in range(i,i+3)])
|
||||||
faces.append(face)
|
faces.append(face)
|
||||||
|
|
||||||
offset += len(seg.positions)
|
offset += len(seg.positions)
|
||||||
|
|
||||||
new_mesh.from_pydata(verts, [], faces)
|
new_mesh.from_pydata(verts, [], faces)
|
||||||
new_mesh.update()
|
new_mesh.update()
|
||||||
|
@ -379,6 +406,36 @@ def extract_scene(filepath: str, scene: Scene):
|
||||||
skel = extract_refined_skeleton(scene)
|
skel = extract_refined_skeleton(scene)
|
||||||
armature = refined_skeleton_to_armature(skel, model_map)
|
armature = refined_skeleton_to_armature(skel, model_map)
|
||||||
|
|
||||||
|
|
||||||
|
for bone in armature.data.bones:
|
||||||
|
bone_local = bone.matrix_local
|
||||||
|
if bone.parent:
|
||||||
|
bone_local = bone.parent.matrix_local.inverted() @ bone_local
|
||||||
|
|
||||||
|
bone_obj_local = bpy.data.objects[bone.name].matrix_local
|
||||||
|
obj_loc, obj_rot, _ = bone_obj_local.decompose()
|
||||||
|
|
||||||
|
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
|
reparent_obj = None
|
||||||
for model in scene.models:
|
for model in scene.models:
|
||||||
if model.model_type == ModelType.SKIN:
|
if model.model_type == ModelType.SKIN:
|
||||||
|
@ -398,15 +455,12 @@ def extract_scene(filepath: str, scene: Scene):
|
||||||
armature.select_set(False)
|
armature.select_set(False)
|
||||||
bpy.context.view_layer.objects.active = None
|
bpy.context.view_layer.objects.active = None
|
||||||
|
|
||||||
print("About to parent to bones....")
|
|
||||||
|
|
||||||
if armature is not None:
|
if armature is not None:
|
||||||
for bone in armature.data.bones:
|
for bone in armature.data.bones:
|
||||||
for model in scene.models:
|
for model in scene.models:
|
||||||
if model.parent in armature.data.bones and model.name not in armature.data.bones:
|
if model.parent in armature.data.bones and model.model_type != ModelType.NULL:
|
||||||
parent_object_to_bone(model_map[model.name], armature, model.parent)
|
pass#parent_object_to_bone(model_map[model.name], armature, model.parent)
|
||||||
|
|
||||||
print("Done parenting to bones")
|
|
||||||
'''
|
'''
|
||||||
if reparent_obj is not None and armature.name != reparent_obj.name:
|
if reparent_obj is not None and armature.name != reparent_obj.name:
|
||||||
|
|
||||||
|
@ -418,14 +472,14 @@ def extract_scene(filepath: str, scene: Scene):
|
||||||
armature.select_set(False)
|
armature.select_set(False)
|
||||||
reparent_obj.select_set(False)
|
reparent_obj.select_set(False)
|
||||||
bpy.context.view_layer.objects.active = None
|
bpy.context.view_layer.objects.active = None
|
||||||
|
'''
|
||||||
|
|
||||||
for model in scene.models:
|
for model in scene.models:
|
||||||
if model.name in bpy.data.objects:
|
if model.name in bpy.data.objects:
|
||||||
obj = bpy.data.objects[model.name]
|
obj = bpy.data.objects[model.name]
|
||||||
if get_is_model_hidden(obj) and len(obj.children) == 0:
|
if get_is_model_hidden(obj) and len(obj.children) == 0 and model.model_type != ModelType.NULL:
|
||||||
obj.hide_set(True)
|
obj.hide_set(True)
|
||||||
'''
|
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
|
|
Loading…
Reference in New Issue