Correct pose-relative transforms for impure skeletons

This commit is contained in:
William Herald Snyder 2020-12-10 23:47:45 -05:00
parent 49f89a1fde
commit b749e47536
2 changed files with 181 additions and 120 deletions

View File

@ -33,7 +33,7 @@ def read_scene(input_file, anim_only=False) -> Scene:
next_header = hedr.peak_next_header()
if "MSH2" in next_header:
if next_header == "MSH2":
with hedr.read_child() as msh2:
@ -44,30 +44,29 @@ def read_scene(input_file, anim_only=False) -> Scene:
next_header = msh2.peak_next_header()
if "SINF" in next_header:
if next_header == "SINF":
with msh2.read_child() as sinf:
pass
elif "MATL" in next_header:
elif next_header == "MATL":
with msh2.read_child() as matl:
materials_list += _read_matl_and_get_materials_list(matl)
for i,mat in enumerate(materials_list):
scene.materials[mat.name] = mat
elif "MODL" in next_header:
while ("MODL" in msh2.peak_next_header()):
with msh2.read_child() as modl:
scene.models.append(_read_modl(modl, materials_list))
elif next_header == "MODL":
with msh2.read_child() as modl:
scene.models.append(_read_modl(modl, materials_list))
else:
msh2.skip_bytes(1)
elif "SKL2" in next_header:
elif next_header == "SKL2":
with hedr.read_child() as skl2:
num_bones = skl2.read_u32()
scene.skeleton = [skl2.read_u32(5)[0] for i in range(num_bones)]
elif "ANM2" in next_header:
elif next_header == "ANM2":
with hedr.read_child() as anm2:
scene.animation = _read_anm2(anm2)
@ -118,36 +117,36 @@ def _read_matd(matd: Reader) -> Material:
next_header = matd.peak_next_header()
if "NAME" in next_header:
if next_header == "NAME":
with matd.read_child() as name:
mat.name = name.read_string()
elif "DATA" in next_header:
elif next_header == "DATA":
with matd.read_child() as data:
data.read_f32(4) # Diffuse Color (Seams to get ignored by modelmunge)
mat.specular_color = data.read_f32(4)
data.read_f32(4) # Ambient Color (Seams to get ignored by modelmunge and Zero(?))
data.read_f32() # Specular Exponent/Decay (Gets ignored by RedEngine in SWBFII for all known materials)
elif "ATRB" in next_header:
elif next_header == "ATRB":
with matd.read_child() as atrb:
mat.flags = atrb.read_u8()
mat.rendertype = atrb.read_u8()
mat.data = atrb.read_u8(2)
elif "TX0D" in next_header:
elif next_header == "TX0D":
with matd.read_child() as tx0d:
mat.texture0 = tx0d.read_string()
elif "TX1D" in next_header:
elif next_header == "TX1D":
with matd.read_child() as tx1d:
mat.texture1 = tx1d.read_string()
elif "TX2D" in next_header:
elif next_header == "TX2D":
with matd.read_child() as tx2d:
mat.texture2 = tx2d.read_string()
elif "TX3D" in next_header:
elif next_header == "TX3D":
with matd.read_child() as tx3d:
mat.texture3 = tx3d.read_string()
@ -165,11 +164,11 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
next_header = modl.peak_next_header()
if "MTYP" in next_header:
if next_header == "MTYP":
with modl.read_child() as mtyp:
model.model_type = ModelType(mtyp.read_u32())
elif "MNDX" in next_header:
elif next_header == "MNDX":
with modl.read_child() as mndx:
index = mndx.read_u32()
@ -181,23 +180,23 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
model_counter += 1
elif "NAME" in next_header:
elif next_header == "NAME":
with modl.read_child() as name:
model.name = name.read_string()
elif "PRNT" in next_header:
elif next_header == "PRNT":
with modl.read_child() as prnt:
model.parent = prnt.read_string()
elif "FLGS" in next_header:
elif next_header == "FLGS":
with modl.read_child() as flgs:
model.hidden = flgs.read_u32()
elif "TRAN" in next_header:
elif next_header == "TRAN":
with modl.read_child() as tran:
model.transform = _read_tran(tran)
elif "GEOM" in next_header:
elif next_header == "GEOM":
model.geometry = []
envelope = []
@ -206,11 +205,11 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
while geom.could_have_child():
next_header_geom = geom.peak_next_header()
if "SEGM" in next_header_geom:
if next_header_geom == "SEGM":
with geom.read_child() as segm:
model.geometry.append(_read_segm(segm, materials_list))
elif "ENVL" in next_header_geom:
elif next_header_geom == "ENVL":
with geom.read_child() as envl:
num_indicies = envl.read_u32()
envelope += [envl.read_u32() for _ in range(num_indicies)]
@ -228,7 +227,7 @@ def _read_modl(modl: Reader, materials_list: List[Material]) -> Model:
index = vertex_weight.bone
weight_set[i] = VertexWeight(vertex_weight.weight, envelope[vertex_weight.bone])
elif "SWCI" in next_header:
elif next_header == "SWCI":
prim = CollisionPrimitive()
with modl.read_child() as swci:
prim.shape = CollisionPrimitiveShape(swci.read_u32())
@ -267,25 +266,25 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
next_header = segm.peak_next_header()
if "MATI" in next_header:
if next_header == "MATI":
with segm.read_child() as mati:
geometry_seg.material_name = materials_list[mati.read_u32()].name
elif "POSL" in next_header:
elif next_header == "POSL":
with segm.read_child() as posl:
num_positions = posl.read_u32()
for _ in range(num_positions):
geometry_seg.positions.append(Vector(posl.read_f32(3)))
elif "NRML" in next_header:
elif next_header == "NRML":
with segm.read_child() as nrml:
num_normals = nrml.read_u32()
for _ in range(num_positions):
geometry_seg.normals.append(Vector(nrml.read_f32(3)))
elif "CLRL" in next_header:
elif next_header == "CLRL":
geometry_seg.colors = []
with segm.read_child() as clrl:
@ -294,14 +293,14 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
for _ in range(num_colors):
geometry_seg.colors += unpack_color(clrl.read_u32())
elif "UV0L" in next_header:
elif next_header == "UV0L":
with segm.read_child() as uv0l:
num_texcoords = uv0l.read_u32()
for _ in range(num_texcoords):
geometry_seg.texcoords.append(Vector(uv0l.read_f32(2)))
elif "NDXL" in next_header:
elif next_header == "NDXL":
with segm.read_child() as ndxl:
num_polygons = ndxl.read_u32()
@ -309,14 +308,14 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
polygon = ndxl.read_u16(ndxl.read_u16())
geometry_seg.polygons.append(polygon)
elif "NDXT" in next_header:
elif next_header == "NDXT":
with segm.read_child() as ndxt:
num_tris = ndxt.read_u32()
for _ in range(num_tris):
geometry_seg.triangles.append(ndxt.read_u16(3))
elif "STRP" in next_header:
elif next_header == "STRP":
strips : List[List[int]] = []
with segm.read_child() as strp:
@ -357,7 +356,7 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
#if segm.read_u16 != 0: #trailing 0 bug https://schlechtwetterfront.github.io/ze_filetypes/msh.html#STRP
# segm.skip_bytes(-2)
elif "WGHT" in next_header:
elif next_header == "WGHT":
with segm.read_child() as wght:
geometry_seg.weights = []
@ -389,11 +388,19 @@ def _read_anm2(anm2: Reader) -> Animation:
next_header = anm2.peak_next_header()
if "CYCL" in next_header:
if next_header == "CYCL":
with anm2.read_child() as cycl:
pass
elif "KFR3" in next_header:
'''
num_anims = cycl.read_u32()
for _ in range(num_anims):
cycl.skip_bytes(64)
print("CYCL play style {}".format(cycl.read_u32(4)[1]))
'''
elif next_header == "KFR3":
with anm2.read_child() as kfr3:
num_bones = kfr3.read_u32()

View File

@ -20,75 +20,94 @@ import os
def extract_and_apply_anim(filename, scene):
arma = bpy.context.view_layer.objects.active
arma = bpy.context.view_layer.objects.active
if arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if arma.type != 'ARMATURE':
raise Exception("Select an armature to attach the imported animation to!")
if scene.animation is None:
raise Exception("No animation found in msh file")
if scene.animation is None:
raise Exception("No animation found in msh file!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
action = bpy.data.actions.new(anim_name)
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
action = bpy.data.actions.new(anim_name)
if not arma.animation_data:
arma.animation_data_create()
bone_bind_poses = {}
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
if not arma.animation_data:
arma.animation_data_create()
for bone in arma.pose.bones:
if crc(bone.name) in scene.animation.bone_frames:
#print("Inserting anim data for bone: {}".format(bone.name))
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]
bone_obj_parent = bone_obj.parent
bind_mat = bone_obj.matrix_local
stack_mat = Matrix.Identity(4)
bone_local_mat = bone_bind_poses[bone.name]
while(True):
if bone_obj_parent is None or bone_obj_parent.name in arma.data.bones:
break
bind_mat = bone_obj_parent.matrix_local @ bind_mat
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)]
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)))
bone_bind_poses[bone.name] = bind_mat.inverted() @ stack_mat
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 = convert_vector_space(frame.translation) - bone_local_mat.translation
for bone in arma.pose.bones:
if crc(bone.name) in scene.animation.bone_frames:
#print("Inserting anim data for bone: {}".format(bone.name))
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)
bind_mat = bone_bind_poses[bone.name]
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 = []
'''
for bone in skeleton_models:
if bone.parent:
if
'''
for bone in skeleton_models:
if bone.parent:
@ -245,30 +272,30 @@ def extract_models(scene: Scene, materials_map):
weights_offsets = {}
if model.geometry:
for i,seg in enumerate(model.geometry):
for i,seg in enumerate(model.geometry):
if i == 0:
mat_name = seg.material_name
if i == 0:
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:
weights_offsets[offset] = seg.weights
if seg.weights:
weights_offsets[offset] = seg.weights
if seg.texcoords is not None:
full_texcoords += seg.texcoords
else:
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
if seg.texcoords is not None:
full_texcoords += seg.texcoords
else:
full_texcoords += [(0.0,0.0) for _ in range(len(seg.positions))]
if seg.triangles:
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
else:
for strip in seg.triangle_strips:
for i in range(len(strip) - 2):
face = tuple([offset + strip[j] for j in range(i,i+3)])
faces.append(face)
if seg.triangles:
faces += [tuple([ind + offset for ind in tri]) for tri in seg.triangles]
else:
for strip in seg.triangle_strips:
for i in range(len(strip) - 2):
face = tuple([offset + strip[j] for j in range(i,i+3)])
faces.append(face)
offset += len(seg.positions)
offset += len(seg.positions)
new_mesh.from_pydata(verts, [], faces)
new_mesh.update()
@ -379,6 +406,36 @@ def extract_scene(filepath: str, scene: Scene):
skel = extract_refined_skeleton(scene)
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
for model in scene.models:
if model.model_type == ModelType.SKIN:
@ -398,15 +455,12 @@ def extract_scene(filepath: str, scene: Scene):
armature.select_set(False)
bpy.context.view_layer.objects.active = None
print("About to parent to bones....")
if armature is not None:
for bone in armature.data.bones:
for model in scene.models:
if model.parent in armature.data.bones and model.name not in armature.data.bones:
parent_object_to_bone(model_map[model.name], armature, model.parent)
if model.parent in armature.data.bones and model.model_type != ModelType.NULL:
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:
@ -418,14 +472,14 @@ def extract_scene(filepath: str, scene: Scene):
armature.select_set(False)
reparent_obj.select_set(False)
bpy.context.view_layer.objects.active = None
'''
for model in scene.models:
if model.name in bpy.data.objects:
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)
'''