Menu anim export option, minor reorg

This commit is contained in:
Will Snyder 2020-10-16 13:56:03 -05:00
parent 1bf6b6f9ab
commit ff3a517312
6 changed files with 98 additions and 40 deletions

View File

@ -97,14 +97,24 @@ class ExportMSH(Operator, ExportHelper):
default=True default=True
) )
export_anims: BoolProperty(
name="Export Animations",
description="Action export test",
default=False
)
def execute(self, context): def execute(self, context):
with open(self.filepath, 'wb') as output_file: with open(self.filepath, 'wb') as output_file:
save_scene( save_scene(
output_file=output_file, output_file=output_file,
scene=create_scene( scene=create_scene(
generate_triangle_strips=self.generate_triangle_strips, generate_triangle_strips=self.generate_triangle_strips,
apply_modifiers=self.apply_modifiers, apply_modifiers=self.apply_modifiers,
export_target=self.export_target)) export_target=self.export_target),
separate_anims=self.export_anims
)
return {'FINISHED'} return {'FINISHED'}

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@ -35,12 +35,8 @@ def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
for bone in armature.pose.bones: for bone in armature.pose.bones:
xform = ModelTransform() xform = ModelTransform()
xform.translation = convert_vector_space(bone.location) xform.translation = to_skeleton_vector_space(bone.location)
xform.translation.x *= -1.0 xform.rotation = to_skeleton_rotation_space(bone.rotation_quaternion)
xform.rotation = convert_rotation_space(bone.rotation_quaternion)
xform.rotation.x *= -1.0
xform.rotation.y *= -1.0
xform.rotation.z *= -1.0
anim_data.bone_transforms[bone.name].append(xform) anim_data.bone_transforms[bone.name].append(xform)
@ -48,6 +44,32 @@ def gather_animdata(armature: bpy.types.Armature) -> List[Animation]:
return [anim_data] return [anim_data]
def get_basepose(armature: bpy.types.Armature) -> Animation:
anim_data = Animation();
anim_data.name = "basepose"
bpy.context.scene.frame_set(0.0)
anim_data.bone_transforms[armature.parent.name] = []
for bone in armature.data.bones:
anim_data.bone_transforms[bone.name] = []
for frame in range(2):
anim_data.bone_transforms[armature.parent.name].append(ModelTransform()) #for testing
for bone in armature.pose.bones:
xform = ModelTransform()
xform.translation = to_skeleton_vector_space(bone.location)
xform.rotation = to_skeleton_rotation_space(bone.rotation_quaternion)
anim_data.bone_transforms[bone.name].append(xform)
return anim_data

View File

@ -80,6 +80,6 @@ class Model:
class Animation: class Animation:
""" Class representing 'CYCL' + 'KFR3' sections in a .msh file """ """ Class representing 'CYCL' + 'KFR3' sections in a .msh file """
name: str = "open" name: str = "wiggle"
bone_transforms: Dict[str, List[ModelTransform]] = field(default_factory=dict) 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]:
if obj.type == "ARMATURE": if obj.type == "ARMATURE":
models_list += expand_armature(obj) models_list += expand_armature(obj)
continue
local_translation, local_rotation, _ = obj.matrix_local.decompose() local_translation, local_rotation, _ = obj.matrix_local.decompose()
@ -47,6 +48,7 @@ def gather_models(apply_modifiers: bool, export_target: str) -> List[Model]:
model.transform.translation = convert_vector_space(local_translation) model.transform.translation = convert_vector_space(local_translation)
if obj.type in MESH_OBJECT_TYPES: if obj.type in MESH_OBJECT_TYPES:
mesh = obj.to_mesh()
model.geometry = create_mesh_geometry(mesh, obj.vertex_groups) model.geometry = create_mesh_geometry(mesh, obj.vertex_groups)
obj.to_mesh_clear() obj.to_mesh_clear()
@ -353,7 +355,7 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
transform = bone.parent.matrix_local.inverted() @ transform transform = bone.parent.matrix_local.inverted() @ transform
model.parent = bone.parent.name model.parent = bone.parent.name
else: else:
model.parent = obj.name model.parent = "DummyRoot" # obj.name
local_translation, local_rotation, _ = transform.decompose() local_translation, local_rotation, _ = transform.decompose()
@ -365,12 +367,3 @@ def expand_armature(obj: bpy.types.Object) -> List[Model]:
bones.append(model) bones.append(model)
return bones return bones
def convert_vector_space(vec: Vector) -> Vector:
return Vector((-vec.x, vec.z, vec.y))
def convert_scale_space(vec: Vector) -> Vector:
return Vector(vec.xzy)
def convert_rotation_space(quat: Quaternion) -> Quaternion:
return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))

View File

@ -114,3 +114,26 @@ def is_model_name_unused(name: str, models: List[Model]) -> bool:
return False return False
return True return True
def convert_vector_space(vec: Vector) -> Vector:
return Vector((-vec.x, vec.z, vec.y))
def convert_scale_space(vec: Vector) -> Vector:
return Vector(vec.xzy)
def convert_rotation_space(quat: Quaternion) -> Quaternion:
return Quaternion((-quat.w, quat.x, -quat.z, -quat.y))
def to_skeleton_vector_space(vec : Vector):
vnew = convert_vector_space(vec)
vnew.x *= -1.0
return vnew
def to_skeleton_rotation_space(quat : Quaternion):
qnew = convert_rotation_space(quat)
qnew.x *= -1.0
qnew.y *= -1.0
qnew.z *= -1.0
return qnew

View File

@ -10,7 +10,7 @@ from .msh_utilities import *
from .crc import * from .crc import *
def save_scene(output_file, scene: Scene): def save_scene(output_file, scene: Scene, separate_anims: bool):
""" Saves scene to the supplied file. """ """ Saves scene to the supplied file. """
with Writer(file=output_file, chunk_id="HEDR") as hedr: with Writer(file=output_file, chunk_id="HEDR") as hedr:
@ -26,12 +26,15 @@ def save_scene(output_file, scene: Scene):
material_index = _write_matl_and_get_material_index(matl, scene) material_index = _write_matl_and_get_material_index(matl, scene)
for index, model in enumerate(scene.models): for index, model in enumerate(scene.models):
if separate_anims and (model.model_type not in {ModelType.NULL, ModelType.BONE}):
continue
with msh2.create_child("MODL") as modl: with msh2.create_child("MODL") as modl:
_write_modl(modl, model, index, material_index, model_index) _write_modl(modl, model, index, material_index, model_index)
with hedr.create_child("ANM2") as anm2: #simple for now if separate_anims:
for anim in scene.anims: with hedr.create_child("ANM2") as anm2: #simple for now
_write_anm2(anm2, anim) for anim in scene.anims:
_write_anm2(anm2, anim)
with hedr.create_child("CL1L"): with hedr.create_child("CL1L"):
pass pass
@ -205,7 +208,32 @@ def _write_segm(segm: Writer, segment: GeometrySegment, material_index: Dict[str
for index in islice(strip, 2, len(strip)): for index in islice(strip, 2, len(strip)):
strp.write_u16(index) strp.write_u16(index)
'''
SKINNING CHUNKS
'''
def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
wght.write_u32(len(weights))
for weight_list in weights:
weight_list += [VertexWeight(0.0, 0)] * 4
weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
weight_list = weight_list[:4]
total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
for weight in weight_list:
wght.write_i32(weight.bone)
wght.write_f32(weight.weight / total_weight)
def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
envl.write_u32(len(model.bone_map))
for bone_name in model.bone_map:
envl.write_u32(model_index[bone_name])
'''
ANIMATION CHUNKS
'''
def _write_anm2(anm2: Writer, anim: Animation): def _write_anm2(anm2: Writer, anim: Animation):
with anm2.create_child("CYCL") as cycl: with anm2.create_child("CYCL") as cycl:
@ -240,22 +268,4 @@ def _write_anm2(anm2: Writer, anim: Animation):
kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w) kfr3.write_f32(xform.rotation.x, xform.rotation.y, xform.rotation.z, xform.rotation.w)
def _write_wght(wght: Writer, weights: List[List[VertexWeight]]):
wght.write_u32(len(weights))
for weight_list in weights:
weight_list += [VertexWeight(0.0, 0)] * 4
weight_list = sorted(weight_list, key=lambda w: w.weight, reverse=True)
weight_list = weight_list[:4]
total_weight = max(sum(map(lambda w: w.weight, weight_list)), 1e-5)
for weight in weight_list:
wght.write_i32(weight.bone)
wght.write_f32(weight.weight / total_weight)
def _write_envl(envl: Writer, model: Model, model_index: Dict[str, int]):
envl.write_u32(len(model.bone_map))
for bone_name in model.bone_map:
envl.write_u32(model_index[bone_name])