""" Converts currently active Action to an msh Animation """ import bpy import math from enum import Enum from typing import List, Set, Dict, Tuple from itertools import zip_longest from .msh_model import * from .msh_model_utilities import * from .msh_utilities import * from .msh_model_gather import * from .msh_skeleton_utilities import * from .crc import to_crc ''' Convert the active Action into an Animation. When exported SWBF anims, there is the issue that all bones in the anim must be in the skeleton/basepose anim. We guarantee this by only keying bones if they are in the armature's preserved skeleton (swbf_msh_skel) and adding dummy frames if the bones are not in the armature. If a preserved skeleton is not present, we include only the keyed bones and add dummy frames for the root (root_name) ''' def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation: if not armature.animation_data or not armature.animation_data.action: raise RuntimeError("Cannot export animation data without an active Action on armature!") action = armature.animation_data.action # Set of bones to include in SKL2/animation stuff keyable_bones = get_real_BONES(armature) # If it doesn't have a preserved skeleton, then we add the scene root. # If it does have a preserved skeleton, any objects not animatable by blender (i.e. objects above the skeleton, scene root) # will be included in the preserved skeleton if not has_preserved_skeleton(armature): keyable_bones.add(root_name) # Subset of above bones to key with dummy frames (all bones not in armature) dummy_bones = set([keyable_bone for keyable_bone in keyable_bones if keyable_bone not in armature.data.bones]) anim = Animation(); root_crc = to_crc(root_name) if not action: framerange = Vector((0.0,1.0)) else: framerange = action.frame_range num_frames = math.floor(framerange.y - framerange.x) + 1 increment = (framerange.y - framerange.x) / (num_frames - 1) anim.end_index = num_frames - 1 for keyable_bone in keyable_bones: anim.bone_frames[to_crc(keyable_bone)] = ([], []) for frame in range(num_frames): frame_time = framerange.x + frame * increment bpy.context.scene.frame_set(frame_time) for keyable_bone in keyable_bones: bone_crc = to_crc(keyable_bone) if keyable_bone in dummy_bones: rframe = RotationFrame(frame, convert_rotation_space(Quaternion())) tframe = TranslationFrame(frame, Vector((0.0,0.0,0.0))) else: bone = armature.pose.bones[keyable_bone] transform = bone.matrix if bone.parent: transform = bone.parent.matrix.inverted() @ transform loc, rot, _ = transform.decompose() rframe = RotationFrame(frame, convert_rotation_space(rot)) tframe = TranslationFrame(frame, convert_vector_space(loc)) anim.bone_frames[bone_crc][0].append(tframe) anim.bone_frames[bone_crc][1].append(rframe) return anim