3 Commits

Author SHA1 Message Date
William Herald Snyder
9981b64d60 Missing armature bug fix 2022-10-01 15:17:02 -04:00
William Herald Snyder
48aabaf8d4 Anim import code moved to new file 2022-10-01 15:10:00 -04:00
William Herald Snyder
329303e256 Silly _REVERSE_RENDERTYPES_MAPPING replaced with dict comprehension 2022-10-01 12:17:26 -04:00
5 changed files with 109 additions and 99 deletions

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@@ -64,6 +64,7 @@ from .msh_skeleton_properties import *
from .msh_collision_prim_properties import * from .msh_collision_prim_properties import *
from .msh_material_operators import * from .msh_material_operators import *
from .msh_scene_to_blend import * from .msh_scene_to_blend import *
from .msh_anim_to_blend import *
from .zaa_to_blend import * from .zaa_to_blend import *

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@@ -0,0 +1,106 @@
""" Gathers the Blender objects from the current scene and returns them as a list of
Model objects. """
import bpy
import bmesh
import math
from enum import Enum
from typing import List, Set, Dict, Tuple
from .msh_scene import Scene
from .msh_material_to_blend import *
from .msh_model import *
from .msh_skeleton_utilities import *
from .msh_skeleton_to_blend import *
from .msh_model_gather import get_is_model_hidden
from .msh_mesh_to_blend import model_to_mesh_object
from .crc import *
import os
# Extracts and applies anims in the scene to the currently selected armature
def extract_and_apply_anim(filename : str, scene : Scene):
arma = bpy.context.view_layer.objects.active
if not arma or 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!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
if anim_name in bpy.data.actions:
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
action = bpy.data.actions.new(anim_name)
action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode
bone_bind_poses = {}
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in arma.data.edit_bones:
if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else:
bone_local = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bone_local.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
for bone in arma.pose.bones:
if to_crc(bone.name) in scene.animation.bone_frames:
bind_mat = bone_bind_poses[bone.name]
translation_frames, rotation_frames = scene.animation.bone_frames[to_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, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
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, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
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

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@@ -18,19 +18,7 @@ _RENDERTYPES_MAPPING = {
"NORMALMAPPED_TILED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_TILED_ENVMAP} "NORMALMAPPED_TILED_ENVMAPPED_BF2": Rendertype.NORMALMAPPED_TILED_ENVMAP}
_REVERSE_RENDERTYPES_MAPPING = { _REVERSE_RENDERTYPES_MAPPING = {val: key for (key, val) in _RENDERTYPES_MAPPING.items()}
Rendertype.NORMAL : "NORMAL_BF2",
Rendertype.SCROLLING : "SCROLLING_BF2",
Rendertype.ENVMAPPED : "ENVMAPPED_BF2",
Rendertype.ANIMATED : "ANIMATED_BF2",
Rendertype.REFRACTION : "REFRACTION_BF2",
Rendertype.BLINK : "BLINK_BF2",
Rendertype.NORMALMAPPED_TILED : "NORMALMAPPED_TILED_BF2",
Rendertype.NORMALMAPPED_ENVMAPPED : "NORMALMAPPED_ENVMAPPED_BF2",
Rendertype.NORMALMAPPED : "NORMALMAPPED_BF2",
Rendertype.NORMALMAPPED_TILED_ENVMAP : "NORMALMAPPED_TILED_ENVMAPPED_BF2"}
def remove_unused_materials(materials: Dict[str, Material], def remove_unused_materials(materials: Dict[str, Material],

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@@ -30,6 +30,7 @@ def gather_models(apply_modifiers: bool, export_target: str, skeleton_only: bool
# Pure bones are just bones and after all objects are explored the only # Pure bones are just bones and after all objects are explored the only
# entries remaining in this dict will be bones without geometry. # entries remaining in this dict will be bones without geometry.
pure_bones_from_armature = {} pure_bones_from_armature = {}
armature_found = None
objects_to_export = select_objects(export_target) objects_to_export = select_objects(export_target)

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@@ -23,92 +23,6 @@ import os
# Extracts and applies anims in the scene to the currently selected armature
def extract_and_apply_anim(filename : str, scene : Scene):
arma = bpy.context.view_layer.objects.active
if not arma or 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!")
else:
head, tail = os.path.split(filename)
anim_name = tail.split(".")[0]
if anim_name in bpy.data.actions:
bpy.data.actions.remove(bpy.data.actions[anim_name], do_unlink=True)
action = bpy.data.actions.new(anim_name)
action.use_fake_user = True
if not arma.animation_data:
arma.animation_data_create()
# Record the starting transforms of each bone. Pose space is relative
# to bones starting transforms. Starting = in edit mode
bone_bind_poses = {}
bpy.context.view_layer.objects.active = arma
bpy.ops.object.mode_set(mode='EDIT')
for edit_bone in arma.data.edit_bones:
if edit_bone.parent:
bone_local = edit_bone.parent.matrix.inverted() @ edit_bone.matrix
else:
bone_local = arma.matrix_local @ edit_bone.matrix
bone_bind_poses[edit_bone.name] = bone_local.inverted()
bpy.ops.object.mode_set(mode='OBJECT')
for bone in arma.pose.bones:
if to_crc(bone.name) in scene.animation.bone_frames:
bind_mat = bone_bind_poses[bone.name]
translation_frames, rotation_frames = scene.animation.bone_frames[to_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, action_group=bone.name)
fcurve_rot_x = action.fcurves.new(rot_data_path, index=1, action_group=bone.name)
fcurve_rot_y = action.fcurves.new(rot_data_path, index=2, action_group=bone.name)
fcurve_rot_z = action.fcurves.new(rot_data_path, index=3, action_group=bone.name)
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, action_group=bone.name)
fcurve_loc_y = action.fcurves.new(loc_data_path, index=1, action_group=bone.name)
fcurve_loc_z = action.fcurves.new(loc_data_path, index=2, action_group=bone.name)
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
# Create the msh hierachy. Armatures are not created here. # Create the msh hierachy. Armatures are not created here.
def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]: def extract_models(scene: Scene, materials_map : Dict[str, bpy.types.Material]) -> Dict[str, bpy.types.Object]: