Bone parenting fixed, anm2 reading, menu option for anim import
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@ -151,9 +151,22 @@ class ImportMSH(Operator, ImportHelper):
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maxlen=255, # Max internal buffer length, longer would be clamped.
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)
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animation_only: BoolProperty(
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name="Import Animation Only",
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description="Import animation and append as a new action to currently selected armature.",
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default=False
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)
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def execute(self, context):
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with open(self.filepath, 'rb') as input_file:
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extract_scene(self.filepath, read_scene(input_file))
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scene = read_scene(input_file, self.animation_only)
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if not self.animation_only:
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extract_scene(self.filepath, scene)
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else:
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extract_and_apply_anim(self.filepath, scene)
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return {'FINISHED'}
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def menu_func_import(self, context):
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@ -17,6 +17,8 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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action = armature.animation_data.action
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anim = Animation();
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root_crc = crc(root_name)
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if not action:
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framerange = Vector((0.0,1.0))
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else:
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@ -27,9 +29,9 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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anim.end_index = num_frames - 1
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anim.bone_frames[root_name] = ([], [])
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anim.bone_frames[root_crc] = ([], [])
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for bone in armature.data.bones:
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anim.bone_frames[bone.name] = ([], [])
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anim.bone_frames[crc(bone.name)] = ([], [])
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for frame in range(num_frames):
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@ -40,8 +42,8 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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rframe_dummy = RotationFrame(frame, convert_rotation_space(Quaternion()))
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tframe_dummy = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
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anim.bone_frames[root_name][0].append(tframe_dummy)
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anim.bone_frames[root_name][1].append(rframe_dummy)
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anim.bone_frames[root_crc][0].append(tframe_dummy)
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anim.bone_frames[root_crc][1].append(rframe_dummy)
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for bone in armature.pose.bones:
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@ -56,8 +58,8 @@ def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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rframe = RotationFrame(frame, convert_rotation_space(rot))
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tframe = TranslationFrame(frame, convert_vector_space(loc))
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anim.bone_frames[bone.name][0].append(tframe)
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anim.bone_frames[bone.name][1].append(rframe)
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anim.bone_frames[crc(bone.name)][0].append(tframe)
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anim.bone_frames[crc(bone.name)][1].append(rframe)
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return anim
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@ -98,7 +98,7 @@ class Animation:
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""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
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name: str = "fullanimation"
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bone_frames: Dict[str, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
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bone_frames: Dict[int, Tuple[List[TranslationFrame], List[RotationFrame]]] = field(default_factory=dict)
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framerate: float = 29.97
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start_index : int = 0
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@ -84,6 +84,14 @@ class Reader:
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return result[0] if num == 1 else result
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def read_quat(self):
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rot = self.read_f32(4)
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return Quaternion((rot[3], rot[0], rot[1], rot[2]))
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def read_vec(self):
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return Vector(self.read_f32(3))
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def read_child(self):
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child = Reader(self.file, parent=self, indent=int(len(self.indent) / 2) + 1, debug=self.debug)
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@ -15,7 +15,7 @@ model_counter = 0
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mndx_remap = {}
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def read_scene(input_file) -> Scene:
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def read_scene(input_file, anim_only=False) -> Scene:
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scene = Scene()
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scene.models = []
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@ -36,30 +36,31 @@ def read_scene(input_file) -> Scene:
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if "MSH2" in next_header:
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with hedr.read_child() as msh2:
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if not anim_only:
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materials_list = []
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materials_list = []
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while (msh2.could_have_child()):
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while (msh2.could_have_child()):
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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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with msh2.read_child() as sinf:
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pass
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if "SINF" in next_header:
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with msh2.read_child() as sinf:
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pass
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elif "MATL" in next_header:
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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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for i,mat in enumerate(materials_list):
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scene.materials[mat.name] = mat
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elif "MATL" in next_header:
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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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for i,mat in enumerate(materials_list):
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scene.materials[mat.name] = mat
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elif "MODL" in next_header:
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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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scene.models.append(_read_modl(modl, materials_list))
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elif "MODL" in next_header:
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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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scene.models.append(_read_modl(modl, materials_list))
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else:
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msh2.skip_bytes(1)
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else:
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msh2.skip_bytes(1)
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elif "SKL2" in next_header:
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with hedr.read_child() as skl2:
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@ -68,7 +69,7 @@ def read_scene(input_file) -> Scene:
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elif "ANM2" in next_header:
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with hedr.read_child() as anm2:
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_read_anm2(anm2, scene.models)
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scene.animation = _read_anm2(anm2)
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else:
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hedr.skip_bytes(1)
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@ -250,9 +251,8 @@ def _read_tran(tran: Reader) -> ModelTransform:
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tran.skip_bytes(12) #ignore scale
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rot = tran.read_f32(4)
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xform.rotation = Quaternion((rot[3], rot[0], rot[1], rot[2]))
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xform.translation = Vector(tran.read_f32(3))
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xform.rotation = tran.read_quat()
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xform.translation = tran.read_vec()
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print(tran.indent + "Rot: {} Loc: {}".format(str(xform.rotation), str(xform.translation)))
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@ -381,11 +381,9 @@ def _read_segm(segm: Reader, materials_list: List[Material]) -> GeometrySegment:
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def _read_anm2(anm2: Reader, models):
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def _read_anm2(anm2: Reader) -> Animation:
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hash_dict = {}
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for model in models:
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hash_dict[crc(model.name)] = model.name
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anim = Animation()
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while anm2.could_have_child():
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@ -402,14 +400,26 @@ def _read_anm2(anm2: Reader, models):
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for _ in range(num_bones):
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kfr3.read_u32()
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bone_crc = kfr3.read_u32()
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frames = ([],[])
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frametype = kfr3.read_u32()
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num_loc_frames = kfr3.read_u32()
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num_rot_frames = kfr3.read_u32()
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kfr3.skip_bytes(16 * num_loc_frames + 20 * num_rot_frames)
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for i in range(num_loc_frames):
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frames[0].append(TranslationFrame(kfr3.read_u32(), kfr3.read_vec()))
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for i in range(num_rot_frames):
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frames[1].append(RotationFrame(kfr3.read_u32(), kfr3.read_quat()))
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anim.bone_frames[bone_crc] = frames
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else:
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anm2.skip_bytes(1)
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return anim
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@ -251,15 +251,15 @@ def _write_bln2(bln2: Writer, anim: Animation):
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bones = anim.bone_frames.keys()
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bln2.write_u32(len(bones))
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for boneName in bones:
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bln2.write_u32(crc(boneName), 0)
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for bone_crc in bones:
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bln2.write_u32(bone_crc, 0)
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def _write_skl2(skl2: Writer, anim: Animation):
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bones = anim.bone_frames.keys()
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skl2.write_u32(len(bones))
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for boneName in bones:
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skl2.write_u32(crc(boneName), 0) #default values from docs
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for bone_crc in bones:
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skl2.write_u32(bone_crc, 0) #default values from docs
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skl2.write_f32(1.0, 0.0, 0.0)
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'''
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@ -284,8 +284,8 @@ def _write_anm2(anm2: Writer, anim: Animation):
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kfr3.write_u32(len(anim.bone_frames))
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for boneName in anim.bone_frames:
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kfr3.write_u32(crc(boneName))
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for bone_crc in anim.bone_frames:
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kfr3.write_u32(bone_crc)
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kfr3.write_u32(0) #what is keyframe type?
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translation_frames, rotation_frames = anim.bone_frames[boneName]
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@ -18,44 +18,25 @@ import os
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#def import_anim(scene : Scene):
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def parent_object_to_bone(obj, armature, bone_name):
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bpy.ops.object.select_all(action='DESELECT')
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armature.select_set(True)
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bpy.context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='EDIT')
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armature.data.edit_bones.active = armature.data.edit_bones[bone_name]
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bpy.ops.object.mode_set(mode='OBJECT')
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worldmat = obj.matrix_world
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obj.parent = None
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obj.parent = armature
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obj.parent_type = 'BONE'
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obj.parent_bone = bone_name
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.view_layer.objects.active = None
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obj.matrix_basis = Matrix()
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obj.matrix_parent_inverse = Matrix()
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obj.select_set(True)
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.parent_clear(type="CLEAR_KEEP_TRANSFORM")
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bpy.context.view_layer.objects.active = None
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obj.select_set(True)
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armature.select_set(True)
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bpy.context.view_layer.objects.active = armature
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bpy.ops.object.mode_set(mode='POSE')
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armature.pose.bones[bone_name].bone.select = True
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bpy.ops.object.parent_set(type="BONE")
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armature.pose.bones[bone_name].bone.select = False
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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obj.matrix_world = worldmat
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