Menu anim export option, minor reorg
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1bf6b6f9ab
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@ -97,14 +97,24 @@ class ExportMSH(Operator, ExportHelper):
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default=True
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default=True
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)
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)
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export_anims: BoolProperty(
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name="Export Animations",
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description="Action export test",
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default=False
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)
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def execute(self, context):
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def execute(self, context):
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with open(self.filepath, 'wb') as output_file:
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with open(self.filepath, 'wb') as output_file:
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save_scene(
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save_scene(
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output_file=output_file,
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output_file=output_file,
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scene=create_scene(
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scene=create_scene(
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generate_triangle_strips=self.generate_triangle_strips,
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generate_triangle_strips=self.generate_triangle_strips,
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apply_modifiers=self.apply_modifiers,
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apply_modifiers=self.apply_modifiers,
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export_target=self.export_target))
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export_target=self.export_target),
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separate_anims=self.export_anims
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)
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return {'FINISHED'}
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return {'FINISHED'}
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@ -35,12 +35,8 @@ def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
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for bone in armature.pose.bones:
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for bone in armature.pose.bones:
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xform = ModelTransform()
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xform = ModelTransform()
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xform.translation = convert_vector_space(bone.location)
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xform.translation = to_skeleton_vector_space(bone.location)
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xform.translation.x *= -1.0
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xform.rotation = to_skeleton_rotation_space(bone.rotation_quaternion)
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xform.rotation = convert_rotation_space(bone.rotation_quaternion)
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xform.rotation.x *= -1.0
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xform.rotation.y *= -1.0
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xform.rotation.z *= -1.0
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anim_data.bone_transforms[bone.name].append(xform)
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anim_data.bone_transforms[bone.name].append(xform)
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@ -48,6 +44,32 @@ def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
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return [anim_data]
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return [anim_data]
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def get_basepose(armature: bpy.types.Armature) -> Animation:
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anim_data = Animation();
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anim_data.name = "basepose"
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bpy.context.scene.frame_set(0.0)
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anim_data.bone_transforms[armature.parent.name] = []
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for bone in armature.data.bones:
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anim_data.bone_transforms[bone.name] = []
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for frame in range(2):
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anim_data.bone_transforms[armature.parent.name].append(ModelTransform()) #for testing
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for bone in armature.pose.bones:
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xform = ModelTransform()
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xform.translation = to_skeleton_vector_space(bone.location)
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xform.rotation = to_skeleton_rotation_space(bone.rotation_quaternion)
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anim_data.bone_transforms[bone.name].append(xform)
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return anim_data
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@ -80,6 +80,6 @@ class Model:
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class Animation:
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class Animation:
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""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
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""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """
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name: str = "open"
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name: str = "wiggle"
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bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)
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bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict)
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@ -36,6 +36,7 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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if obj.type == "ARMATURE":
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if obj.type == "ARMATURE":
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models_list += expand_armature(obj)
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models_list += expand_armature(obj)
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continue
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local_translation, local_rotation, _ = obj.matrix_local.decompose()
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local_translation, local_rotation, _ = obj.matrix_local.decompose()
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@ -47,6 +48,7 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
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model.transform.translation = convert_vector_space(local_translation)
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model.transform.translation = convert_vector_space(local_translation)
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if obj.type in MESH_OBJECT_TYPES:
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if obj.type in MESH_OBJECT_TYPES:
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mesh = obj.to_mesh()
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model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
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model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
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obj.to_mesh_clear()
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obj.to_mesh_clear()
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@ -353,7 +355,7 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
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transform = bone.parent.matrix_local.inverted() @ transform
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transform = bone.parent.matrix_local.inverted() @ transform
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model.parent = bone.parent.name
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model.parent = bone.parent.name
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else:
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else:
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model.parent = obj.name
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model.parent = "DummyRoot" # obj.name
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local_translation, local_rotation, _ = transform.decompose()
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local_translation, local_rotation, _ = transform.decompose()
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@ -365,12 +367,3 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
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bones.append(model)
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bones.append(model)
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return bones
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return bones
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def convert_vector_space(vec: Vector) -> Vector:
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return Vector((-vec.x, vec.z, vec.y))
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def convert_scale_space(vec: Vector) -> Vector:
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return Vector(vec.xzy)
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def convert_rotation_space(quat: Quaternion) -> Quaternion:
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return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
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@ -114,3 +114,26 @@ def is_model_name_unused(name: str, models: List[Model]) -> bool:
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return False
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return False
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return True
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return True
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def convert_vector_space(vec: Vector) -> Vector:
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return Vector((-vec.x, vec.z, vec.y))
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def convert_scale_space(vec: Vector) -> Vector:
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return Vector(vec.xzy)
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def convert_rotation_space(quat: Quaternion) -> Quaternion:
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return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
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def to_skeleton_vector_space(vec : Vector):
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vnew = convert_vector_space(vec)
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vnew.x *= -1.0
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return vnew
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def to_skeleton_rotation_space(quat : Quaternion):
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qnew = convert_rotation_space(quat)
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qnew.x *= -1.0
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qnew.y *= -1.0
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qnew.z *= -1.0
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return qnew
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@ -10,7 +10,7 @@ from .msh_utilities import *
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from .crc import *
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from .crc import *
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def save_scene(output_file, scene: Scene):
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def save_scene(output_file, scene: Scene, separate_anims: bool):
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""" Saves scene to the supplied file. """
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""" Saves scene to the supplied file. """
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with Writer(file=output_file, chunk_id="HEDR") as hedr:
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with Writer(file=output_file, chunk_id="HEDR") as hedr:
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@ -26,9 +26,12 @@ def save_scene(output_file, scene: Scene):
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material_index = _write_matl_and_get_material_index(matl, scene)
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material_index = _write_matl_and_get_material_index(matl, scene)
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for index, model in enumerate(scene.models):
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for index, model in enumerate(scene.models):
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if separate_anims and (model.model_type not in {ModelType.NULL, ModelType.BONE}):
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continue
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with msh2.create_child("MODL") as modl:
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with msh2.create_child("MODL") as modl:
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_write_modl(modl, model, index, material_index, model_index)
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_write_modl(modl, model, index, material_index, model_index)
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if separate_anims:
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with hedr.create_child("ANM2") as anm2: #simple for now
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with hedr.create_child("ANM2") as anm2: #simple for now
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for anim in scene.anims:
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for anim in scene.anims:
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_write_anm2(anm2, anim)
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_write_anm2(anm2, anim)
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@ -205,7 +208,32 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
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for index in islice(strip, 2, len(strip)):
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for index in islice(strip, 2, len(strip)):
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strp.write_u16(index)
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strp.write_u16(index)
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'''
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SKINNING CHUNKS
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'''
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def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
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wght.write_u32(len(weights))
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for weight_list in weights:
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weight_list += [VertexWeight(0.0, 0)] * 4
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weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
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weight_list = weight_list[:4]
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total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
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for weight in weight_list:
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wght.write_i32(weight.bone)
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wght.write_f32(weight.weight / total_weight)
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def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
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envl.write_u32(len(model.bone_map))
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for bone_name in model.bone_map:
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envl.write_u32(model_index[bone_name])
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'''
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ANIMATION CHUNKS
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'''
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def _write_anm2(anm2: Writer, anim: Animation):
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def _write_anm2(anm2: Writer, anim: Animation):
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with anm2.create_child("CYCL") as cycl:
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with anm2.create_child("CYCL") as cycl:
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@ -240,22 +268,4 @@ def _write_anm2(anm2: Writer, anim: Animation):
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
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def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
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wght.write_u32(len(weights))
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for weight_list in weights:
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weight_list += [VertexWeight(0.0, 0)] * 4
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weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
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weight_list = weight_list[:4]
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total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
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for weight in weight_list:
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wght.write_i32(weight.bone)
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wght.write_f32(weight.weight / total_weight)
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def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
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envl.write_u32(len(model.bone_map))
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for bone_name in model.bone_map:
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envl.write_u32(model_index[bone_name])
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