Skeleton related functions separated into msh_skeleton_utilities + CollisionPrimProperties added for imported primitives that don't have proper names + misc changes to avoid circular imports + minor refactors
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@@ -1,5 +1,4 @@
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""" Gathers the Blender objects from the current scene and returns them as a list of
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Model objects. """
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""" Converts currently active Action to an msh Animation """
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import bpy
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import math
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@@ -11,30 +10,40 @@ from .msh_model_utilities import *
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from .msh_utilities import *
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from .msh_model_gather import *
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from .msh_skeleton_utilities import *
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from .crc import to_crc
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'''
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Convert the active Action into an Animation. When exported SWBF anims, there is the issue
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that all bones in the anim must be in the skeleton/basepose anim. We guarantee this by
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only keying bones if they are in the armature's preserved skeleton (swbf_msh_skel) and
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adding dummy frames if the bones are not in the armature.
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If a preserved skeleton is not present, we include only the keyed bones and add dummy frames for
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the root (root_name)
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'''
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def extract_anim(armature: bpy.types.Armature, root_name: str) -> Animation:
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if not armature.animation_data or not armature.animation_data.action:
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raise RuntimeError("Cannot export animation data without an active Action on armature!")
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action = armature.animation_data.action
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# Set of bones to include in SKL2/animation stuff
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keyable_bones : Set[str] = set()
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msh_skel = armature.data.swbf_msh_skel
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keyable_bones = get_real_BONES(armature)
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has_preserved_skel = len(msh_skel) > 0
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# If it doesn't have a preserved skeleton, then we add the scene root.
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# If it does have a preserved skeleton, any objects not animatable by blender (i.e. objects above the skeleton, scene root)
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# will be included in the preserved skeleton
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if not has_preserved_skeleton(armature):
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keyable_bones.add(root_name)
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if has_preserved_skel:
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for bone in msh_skel:
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#print("Adding {} from preserved skel to exported skeleton".format(bone.name))
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keyable_bones.add(bone.name)
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elif action:
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for group in action.groups:
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#print("Adding {} from action groups to exported skeleton".format(group.name))
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keyable_bones.add(group.name)
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# Subset of above bones to key with dummy frames (all bones not in armature)
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dummy_bones = set([keyable_bone for keyable_bone in keyable_bones if keyable_bone not in armature.data.bones])
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anim = Animation();
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@@ -51,41 +60,41 @@ 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_crc] = ([], [])
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for bone in armature.data.bones:
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if bone.name in keyable_bones:
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anim.bone_frames[to_crc(bone.name)] = ([], [])
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for keyable_bone in keyable_bones:
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anim.bone_frames[to_crc(keyable_bone)] = ([], [])
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for frame in range(num_frames):
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frame_time = framerange.x + frame * increment
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bpy.context.scene.frame_set(frame_time)
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for keyable_bone in keyable_bones:
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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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bone_crc = to_crc(keyable_bone)
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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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if keyable_bone in dummy_bones:
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rframe = RotationFrame(frame, convert_rotation_space(Quaternion()))
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tframe = TranslationFrame(frame, Vector((0.0,0.0,0.0)))
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for bone in armature.pose.bones:
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else:
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if bone.name not in keyable_bones:
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continue
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bone = armature.pose.bones[keyable_bone]
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transform = bone.matrix
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transform = bone.matrix
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if bone.parent:
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transform = bone.parent.matrix.inverted() @ transform
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loc, rot, _ = transform.decompose()
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if bone.parent:
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transform = bone.parent.matrix.inverted() @ transform
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loc, rot, _ = transform.decompose()
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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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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[to_crc(bone.name)][0].append(tframe)
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anim.bone_frames[to_crc(bone.name)][1].append(rframe)
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anim.bone_frames[bone_crc][0].append(tframe)
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anim.bone_frames[bone_crc][1].append(rframe)
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return anim
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