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使用joint描述骨骼动画,还需要计算每个骨骼的roll值
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#!BPY | |
""" Registration info for Blender menus: | |
Name: 'OGRE (.mesh.xml)...' | |
Blender: 236 | |
Group: 'Import' | |
Tip: 'Import an Ogre-Mesh (.mesh.xml) file.' | |
""" | |
''' | |
__author__ = "Daniel Wickert" | |
__version__ = "0.4 05/11/05" | |
__bpydoc__ = """\ | |
This script imports Ogre-Mesh models into Blender. | |
Supported:<br> | |
* multiple submeshes (triangle list) | |
* uvs | |
* materials (textures only) | |
* vertex colours | |
Missing:<br> | |
* submeshes provided as triangle strips and triangle fans | |
* materials (diffuse, ambient, specular, alpha mode, etc.) | |
* skeletons | |
* animations | |
Known issues:<br> | |
* blender only supports a single uv set, always the first is taken | |
and only the first texture unit in a material, even if it is not for | |
the first uv set. | |
* code is a bit hacky in parts. | |
""" | |
''' | |
# Copyright (c) 2005 Daniel Wickert | |
# | |
# Permission is hereby granted, free of charge, to any person obtaining a | |
# copy of this software and associated documentation files (the "Software"), | |
# to deal in the Software without restriction, including without limitation | |
# the rights to use, copy, modify, merge, publish, distribute, sublicense, | |
# and/or sell copies of the Software, and to permit persons to whom the | |
# Software is furnished to do so, subject to the following conditions: | |
# | |
# The above copyright notice and this permission notice shall be included in | |
# all copies or substantial portions of the Software. | |
# | |
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | |
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | |
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | |
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | |
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING | |
# FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS | |
# IN THE SOFTWARE. | |
# HISTORY: | |
# 0.1 04/02/05 | |
# ------------ | |
# * initial implementation. single submesh as triangle list, no uvs | |
# | |
# 0.2 04/03/05 | |
# ------------ | |
# * uv support added | |
# * texture loading added | |
# | |
# 0.3 04/09/05 | |
# ------------ | |
# * multiple submeshes added | |
# * scaling added | |
# * material parsing (only textures yet) | |
# * mesh -> mesh.xml conversion if IMPORT_OGREXMLCONVERTER defined | |
# * vertex colours | |
# | |
# 0.3.1 04/11/05 | |
# -------------- | |
# * stdout output streamlined | |
# * missing materials and textures are now handled gracefully | |
# | |
# 0.3.1a 04/11/05 | |
# -------------- | |
# * Mesh is assigned to a correctly named object and added | |
# to the current scene | |
# | |
# 0.4. 05/11/05 | |
# -------------- | |
# * shared vertices support | |
# * multiple texture coordinates in meshes are handled correctly no, | |
# but only the first coordinate set is used, since Blender doesn't | |
# allow multiple uvs. | |
# * only the first texture_unit's texture is used now. | |
# | |
# 0.4.1 06/02/05 | |
# -------------- | |
# * fixed bug: pathes invalid under linux | |
# * fixed bug: shared vertices were duplicated with each submesh | |
# | |
# 0.5.0 06/06/05 | |
# -------------- | |
# * consistent logging scheme with adjustable log level | |
# * render materials | |
# | |
# 0.5.1 13/07/05 | |
# -------------- | |
# * fixed bug: meshes without normals and texture coords cannot be imported | |
# | |
# 0.5.2 12/02/06 | |
# -------------- | |
# * fixed bug: multiple blender materials created from one ogre material | |
# | |
# TODO: implement a consistent naming scheme: | |
# bxxx for blender classes; oxxx for ogre(well, sorta) classes | |
bl_info = { | |
"name": "ogre mesh import", | |
"author": "Bartek Skorupa, Greg Zaal", | |
"version": (0, 1, 6), | |
"blender": (2, 70, 0), | |
"location": "File > Import > ogre (.mesh)", | |
"description": "import ogre mesh file", | |
"warning": "", | |
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/" | |
"Scripts/Nodes/Nodes_Efficiency_Tools", | |
"category": "Import-Export", | |
} | |
__version__ = "1.2.3" | |
import logging | |
handle = logging.FileHandler("/Users/liyong/blender.log") | |
logger = logging.getLogger() | |
logger.addHandler(handle) | |
logger.setLevel(logging.INFO) | |
import bpy | |
import glob | |
import os | |
import re | |
import xml.sax | |
import xml.sax.handler | |
import bmesh | |
import mathutils | |
from mathutils import Vector | |
from mathutils import Matrix | |
# determines the verbosity of loggin. | |
# 0 - no logging (fatal errors are still printed) | |
# 1 - standard logging | |
# 2 - verbose logging | |
# 3 - debug level. really boring (stuff like vertex data and verbatim lines) | |
IMPORT_LOG_LEVEL = 1 | |
IMPORT_SCALE_FACTOR = 1 | |
#IMPORT_OGREXMLCONVERTER = "d:\stuff\Torchlight_modding\orge_tools\OgreXmlConverter.exe" | |
IMPORT_OGREXMLCONVERTER = "/Users/liyong/Downloads/OgreCommandLineToolsMac_1.8.0/OgreXMLConverter" | |
#IMPORT_OGREXMLCONVERTER = "F:\\Projekte\\rastullah\checkout\\rl\\branches\python\dependencies\ogre\Tools\Common\\bin\\release\\OgreXmlConverter.exe" | |
def log(msg): | |
logger.info(msg) | |
#if IMPORT_LOG_LEVEL >= 1: print(msg) | |
def vlog(msg): | |
if IMPORT_LOG_LEVEL >= 2: print(msg) | |
def dlog(msg): | |
if IMPORT_LOG_LEVEL >= 3: print(msg) | |
class Mesh: | |
def __init__(self): | |
self.submeshes = [] | |
self.vertices = [] | |
self.vertexcolours = [] | |
self.normals = [] | |
self.uvs = [] | |
class Submesh: | |
def __init__(self): | |
self.vertices = [] | |
self.vertexcolours = [] | |
self.normals = [] | |
self.faces = [] | |
self.uvs = [] | |
self.indextype = "" | |
self.materialname = "" | |
self.sharedvertices = 0 | |
self.vertexGroup = {} | |
class Material: | |
def __init__(self, name): | |
self.name = name | |
self.texname = "" | |
self.diffuse = (1.0, 1.0, 1.0, 1.0) | |
self.ambient = (1.0, 1.0, 1.0, 1.0) | |
self.specular = (0.0, 0.0, 0.0, 0.0) | |
self.blenderimage = 0 | |
self.loading_failed = 0 | |
def getTexture(self): | |
if self.blenderimage == 0 and not self.loading_failed: | |
try: | |
#f = file(self.texname, 'r') | |
#f.close() | |
#self.blenderimage = Blender.Image.Load(self.texname) | |
if not os.path.exists(self.texname): | |
self.texname = self.texname.replace('.png', '.dds') | |
self.blenderimage = bpy.data.images.load(self.texname) | |
except IOError as err: | |
errmsg = "Couldn't open %s #%s" \ | |
% (self.texname, err) | |
log(errmsg) | |
self.loading_failed = 1; | |
return self.blenderimage | |
class OgreMeshSaxHandler(xml.sax.handler.ContentHandler): | |
global IMPORT_SCALE_FACTOR | |
def __init__(self): | |
self.mesh = 0 | |
self.submesh = 0 | |
self.ignore_input = 0 | |
self.load_next_texture_coords = 0 | |
self.skeleton = 0 | |
self.animationlink = 0 | |
#self.boneassignments = 0 | |
#保存player.Skeleton 里面存储的骨骼信息 | |
self.restPose = 0 | |
def startDocument(self): | |
self.mesh = Mesh() | |
def startElement(self, name, attrs): | |
if name == 'boneassignments': | |
#self.boneassignments = {} | |
pass | |
if name == 'vertexboneassignment': | |
vind = int(attrs.get("vertexindex", "")) | |
bind = int(attrs.get("boneindex", "")) | |
weight = float(attrs.get("weight", "")) | |
if bind not in self.submesh.vertexGroup: | |
self.submesh.vertexGroup[bind] = [] | |
self.submesh.vertexGroup[bind].append({"vertexIndex":vind, | |
"boneIndex" :bind, "weight":weight }) | |
if name == 'skeletonlink': | |
self.skeleton = attrs.get("name", '') | |
if name == "animationlink": | |
self.animationlink = attrs.get("name", '') | |
if name == 'sharedgeometry': | |
self.submesh = self.mesh | |
if name == 'submesh': | |
self.submesh = Submesh() | |
self.submesh.materialname = attrs.get('material', "") | |
self.submesh.indextype = attrs.get('operationtype', "") | |
if attrs.get('usesharedvertices') == 'true': | |
self.submesh.sharedvertices = 1 | |
if name == 'vertex': | |
self.load_next_texture_coords = 1 | |
if name == 'face' and self.submesh: | |
face = ( | |
int(attrs.get('v1',"")), | |
int(attrs.get('v2',"")), | |
int(attrs.get('v3',"")) | |
) | |
self.submesh.faces.append(face) | |
if name == 'position': | |
vertex = ( | |
#Ogre x/y/z --> Blender x/-z/y | |
float(attrs.get('x', "")) * IMPORT_SCALE_FACTOR, | |
-float(attrs.get('z', "")) * IMPORT_SCALE_FACTOR, | |
float(attrs.get('y', "")) * IMPORT_SCALE_FACTOR | |
) | |
self.submesh.vertices.append(vertex) | |
if name == 'normal': | |
normal = ( | |
#Ogre x/y/z --> Blender x/-z/y | |
float(attrs.get('x', "")), | |
-float(attrs.get('z', "")), | |
float(attrs.get('y', "")) | |
) | |
self.submesh.normals.append(normal) | |
if name == 'texcoord' and self.load_next_texture_coords: | |
uv = ( | |
float(attrs.get('u', "")), | |
# flip vertical value, Blender's 0/0 is lower left | |
# whereas Ogre's 0/0 is upper left | |
1.0 - float(attrs.get('v', "")) | |
) | |
self.submesh.uvs.append(uv) | |
self.load_next_texture_coords = 0 | |
if name == 'colour_diffuse': | |
self.submesh.vertexcolours.append(attrs.get('value', "").split()) | |
def endElement(self, name): | |
if name == 'submesh': | |
self.mesh.submeshes.append(self.submesh) | |
self.submesh = 0 | |
def setMaterial(ob, mat): | |
me = ob.data | |
me.materials.append(mat) | |
from xml.dom import minidom | |
def OpenFile(filename): | |
if filename.find('.xml') == -1: | |
convert_meshfile(filename) | |
filename += '.xml' | |
xml_file = open(filename, 'r') | |
xml_doc = minidom.parse(xml_file) | |
def getEle(name): | |
l = xml_doc.getElementsByTagName(name) | |
return l[0] | |
xml_doc.getElementByTagName = getEle | |
xml_file.close() | |
return xml_doc | |
#创建人物的 restpose的骨骼信息 | |
def CreateSkeleton(skeleton, handler): | |
global dirname | |
if skeleton != 0: | |
#scene = bpy.context.scene | |
filename = os.path.join(dirname, skeleton) | |
xml_doc = OpenFile(filename) | |
return CreateBindSkeleton(xml_doc, handler) | |
#CreateRestPoseAction(xml_doc) | |
#OGREBoneIDsDic(xml_doc) | |
def OGREBonesDic(xmldoc): | |
OGRE_Bones = {} | |
OGRE_Bone_List = [] | |
OGRE_Bone_ID = {} | |
for bones in xmldoc.getElementsByTagName('bones'): | |
for bone in bones.childNodes: | |
OGRE_Bone = {} | |
if bone.localName == 'bone': | |
BoneName = str(bone.getAttributeNode('name').value) | |
BoneId = int(bone.getAttributeNode('id').value) | |
OGRE_Bone['name'] = BoneName | |
OGRE_Bone['id'] = BoneId | |
for b in bone.childNodes: | |
if b.localName == 'position': | |
x = float(b.getAttributeNode('x').value) | |
y = -float(b.getAttributeNode('z').value) | |
z = float(b.getAttributeNode('y').value) | |
OGRE_Bone['position'] = [x,y,z] | |
if b.localName == 'rotation': | |
angle = float(b.getAttributeNode('angle').value) | |
axis = b.childNodes[1] | |
axisx = float(axis.getAttributeNode('x').value) | |
axisy = float(axis.getAttributeNode('y').value) | |
axisz = float(axis.getAttributeNode('z').value) | |
#convert ogre coordinate to blender coordinate | |
OGRE_Bone['rotation'] = [axisx, -axisz, axisy] | |
OGRE_Bone['angle'] = angle | |
OGRE_Bones[BoneName] = OGRE_Bone | |
OGRE_Bone_List.append(OGRE_Bone) | |
OGRE_Bone_ID[OGRE_Bone["id"]] = OGRE_Bone | |
for bonehierarchy in xmldoc.getElementsByTagName('bonehierarchy'): | |
for boneparent in bonehierarchy.childNodes: | |
if boneparent.localName == 'boneparent': | |
Bone = str(boneparent.getAttributeNode('bone').value) | |
Parent = str(boneparent.getAttributeNode('parent').value) | |
OGRE_Bones[Bone]['parent'] = Parent | |
animations = xmldoc.getElementByTagName("animations") | |
animation = animations.getElementsByTagName("animation")[0] | |
animationName = str(animation.getAttributeNode("name").value) | |
length = float(animation.getAttributeNode("length").value) | |
tracks = animation.getElementsByTagName("tracks")[0] | |
TrackData = {} | |
if length > 0: | |
for track in tracks.getElementsByTagName("track"): | |
boneName = str(track.getAttributeNode("bone").value) | |
TrackData[boneName] = [] | |
for keyframe in track.getElementsByTagName("keyframes")[0].getElementsByTagName("keyframe"): | |
time = float(keyframe.getAttributeNode("time").value) | |
translate = keyframe.getElementsByTagName("translate")[0] | |
x = float(translate.getAttributeNode("x").value) | |
y = float(translate.getAttributeNode("y").value) | |
z = float(translate.getAttributeNode("z").value) | |
rotate = keyframe.getElementsByTagName("rotate")[0] | |
angle = float(rotate.getAttributeNode("angle").value) | |
axis = rotate.getElementsByTagName("axis")[0] | |
rx = float(axis.getAttributeNode("x").value) | |
ry = float(axis.getAttributeNode("y").value) | |
rz = float(axis.getAttributeNode("z").value) | |
#TrackData[boneName].append({"time":time, "translation":[x, -z, y], "angle":angle, "axis":[rx, -rz, ry]}) | |
#相对于parent 的骨骼空间Z 轴相反 | |
#局部空间坐标 z -y | |
TrackData[boneName].append({"time":time, "translation":[x, -z, y], "angle":angle, "axis":[rx, -rz, ry]}) | |
#return OGRE_Bone_List | |
return OGRE_Bones, OGRE_Bone_List, OGRE_Bone_ID, TrackData | |
#骨骼的孩子节点 | |
def ChildList(BonesData): | |
for bone in BonesData.keys(): | |
childlist = [] | |
for key in BonesData.keys(): | |
if BonesData[key].get('parent'): | |
parent = BonesData[key]['parent'] | |
if parent == bone: | |
if key.find('tag') != -1: | |
childlist.append(BonesData[key]) | |
else: | |
childlist.insert(0, BonesData[key]) | |
BonesData[bone]['children'] = childlist | |
#获取所有骨骼的孩子列表缓存起来 | |
#没有孩子节点 或者 有超过1个的孩子节点 的骨骼增加一个Helper骨骼 设置父亲为bone | |
def HelperBones(BonesData): | |
ChildList(BonesData) | |
count = 0 | |
for bone in BonesData.keys(): | |
if (len(BonesData[bone]['children']) == 0) or (len(BonesData[bone]['children']) > 1): | |
HelperBone = {} | |
HelperBone['position'] = [0.2,0.0,0.0] | |
HelperBone['parent'] = bone | |
HelperBone['rotation'] = [1.0,0.0,0.0,0.0] | |
HelperBone['flag'] = 'helper' | |
BonesData['Helper'+str(count)] = HelperBone | |
count+=1 | |
#### 在 0 0 0 位置的骨骼 增加辅助的 0 骨骼到 parent上面 | |
def ZeroBones(BonesData): | |
for bone in BonesData.keys(): | |
pos = BonesData[bone]['position'] | |
if (math.sqrt(pos[0]**2+pos[1]**2+pos[2]**2)) == 0: | |
ZeroBone = {} | |
ZeroBone['position'] = [0.2,0.0,0.0] | |
ZeroBone['rotation'] = [1.0,0.0,0.0,0.0] | |
if (BonesData[bone].get('parent')): | |
ZeroBone['parent'] = BonesData[bone]['parent'] | |
ZeroBone['flag'] = 'zerobone' | |
BonesData['Zero'+bone] = ZeroBone | |
if (BonesData[bone].get('parent')): | |
BonesData[BonesData[bone]['parent']]['children'].append('Zero'+bone) | |
#计算骨骼长度 | |
def CalcBoneLength(vec): | |
return math.sqrt(vec[0]**2+vec[1]**2+vec[2]**2) | |
''' | |
通过创建空的正方体对象来模拟joint 最后连接这些正方体对象得到骨骼 | |
位置偏移 和 旋转 都是相对于父亲的 局部空间的变换 | |
''' | |
#计算每个joint的旋转矩阵 世界坐标中的旋转矩阵 | |
#创建空物体 来摆出pose 接着计算每个骨骼的相对位置 | |
def CreateEmptys(BonesDic, delete=True): | |
if bpy.context.object != None: | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.ops.object.select_all(action="DESELECT") | |
if bpy.data.objects.get("Cube"): | |
modelCube = bpy.data.objects["Cube"] | |
else: | |
bpy.ops.mesh.primitive_cube_add() | |
modelCube = bpy.data.objects["Cube"] | |
for k in modelCube.data.vertices.values(): | |
k.co *= 0.1 | |
modelCube.location = (4, 0, 0) | |
modelCube.select = True | |
modelCube.name = "Cube" | |
bpy.context.scene.update() | |
#不存在才创建 | |
if bpy.data.objects.get("root") == None: | |
for bone in BonesDic.keys(): | |
#bpy.ops.mesh.primitive_cube_add() | |
bpy.ops.object.select_all(action="DESELECT") | |
modelCube.select = True | |
modelCube.name = "Cube" | |
bpy.ops.object.duplicate() | |
obj = bpy.data.objects["Cube.001"] | |
#obj = bpy.data.objects.new(bone, None) | |
obj.name = bone | |
#obj.scale = (0.1, 0.1, 0.1) | |
#bpy.context.scene.objects.link(obj) | |
log("create Cube: "+obj.name) | |
for bone in BonesDic.keys(): | |
if BonesDic[bone].get('parent'): | |
Parent = bpy.data.objects[BonesDic[bone].get('parent')] | |
obj = bpy.data.objects[bone] | |
obj.parent = Parent | |
for bone in BonesDic.keys(): | |
obj = bpy.data.objects[bone] | |
rot = BonesDic[bone]['rotation'] | |
angle = BonesDic[bone]['angle'] | |
loc = BonesDic[bone]['position'] | |
euler = mathutils.Matrix.Rotation(angle, 3, rot).to_euler() | |
obj.location = loc | |
obj.rotation_euler = euler | |
bpy.ops.object.select_all(action="DESELECT") | |
bpy.context.scene.update() | |
for bone in BonesDic.keys(): | |
obj = bpy.data.objects[bone] | |
#rotmatAS = obj.matrix_world.to_quaternion() | |
translation = obj.matrix_world.to_translation() | |
log("obj matrix update "+obj.name+" "+str(translation)) | |
#BonesDic[bone]['rotmatAS'] = rotmatAS.to_matrix() | |
BonesDic[bone]["translation"] = translation | |
BonesDic[bone]["matrix_local"] = obj.matrix_local | |
#bpy.context.scene.objects.unlink(modelCube) | |
#del modelCube | |
for bone in BonesDic.keys(): | |
obj = bpy.data.objects[bone] | |
obj.hide = True | |
''' | |
if delete: | |
for bone in BonesDic.keys(): | |
obj = bpy.data.objects[bone] | |
obj.name += "_remove" | |
bpy.context.scene.objects.unlink(obj) | |
del obj | |
''' | |
#没有必要删除empty 只要存在则继续使用 | |
def ClearEmptys(): | |
return | |
def SetRestMatrix(BonesDic): | |
#for key in BonesDic.keys(): | |
# bone = | |
pass | |
#按照骨骼的依赖关系 来排序 保证每个骨骼的依赖都排在其前面 | |
def SortData(bone, BonesData): | |
waitToVisit = [bone] | |
while len(waitToVisit) > 0: | |
b = waitToVisit.pop(0) | |
BonesData.append(b) | |
for c in b['children']: | |
waitToVisit.append(c) | |
def FindRoot(BonesList): | |
for c in BonesList: | |
if c['name'] == 'root': | |
return c | |
def addPos(a, b): | |
c = [0, 0, 0] | |
c[0] = a[0]+b[0] | |
c[1] = a[1]+b[1] | |
c[2] = a[2]+b[2] | |
return c | |
import mathutils | |
def ParseAnimationSkeleton(xmldoc): | |
BonesDic, BonesList, BoneID = OGREBonesDic(xmldoc) | |
#global BoneID2Name | |
#BoneID2Name = BoneID | |
def ParseActionAnimation(xmldoc): | |
Animations = {} | |
animations = xmldoc.getElementByTagName("animations") | |
animation = animations.getElementByTagName("animation") | |
aniname = str(animation.getAttributeNode("name").value) | |
length = float(animation.getAttributeNode("length").value) | |
Track = {} | |
tracks = animation.getElementByTagName("tracks") | |
for track in tracks: | |
boneName = str(track.getAttributeNode("bone").value) | |
Track[boneName] = [] | |
keyframes = track.getElementByTagName("keyframes") | |
for keyframe in keyframes: | |
time = float(keyframe.getAttributeNode("time").value) | |
translate = keyframe.getElementsByTagName("translate")[0] | |
x = float(translate.getAttributeNode("x").value) | |
y = float(translate.getAttributeNode("y").value) | |
z = float(translate.getAttributeNode("z").value) | |
translate = [x, y, z] | |
rotate = keyframe.getElementByTagName("rotate") | |
angle = float(rotate.getAttributeNode("angle").value) | |
axis = rotate.getElementByTagName("axis") | |
x = float(axis.getAttributeNode("x").value) | |
y = float(axis.getAttributeNode("y").value) | |
z = float(axis.getAttributeNode("z").value) | |
rotate = [x, y, z, angle] | |
Track[boneName].append([time, translate, rotate]) | |
Animations[aniname] = Track | |
return Animations | |
def CreateRestPoseAction(xmldoc, skname): | |
pass | |
#当前选择对象的 pose属性 | |
#创建动画 pose 基本pose 骨骼位置 | |
#只调整骨骼的head tail 位置 | |
#记录骨骼的 旋转 和 head 属性 | |
#得到在 bind 情况下的 pose 数据 | |
#rest pose的数据在 OGREBonesDic 这个结构体中存储着 rest pose 数据 | |
#后面是 动画动作数据 例如 attack pose 初始状态 0 frame 设置pose 每个骨骼位置 | |
#测试: | |
# 读取一个骨骼数据设置pose状态为这个初始的攻击动作位置 | |
#流程: 读取rest骨骼 读取mesh 绑定骨骼到mesh上 | |
#读取 attack数据 读取初始pose 在pose状态设置每个骨骼的位置 | |
def CreateActions(ActionsDic, armaturename, BonesDic): | |
armature = bpy.data.armatures[armaturename] | |
arm_object = bpy.context.object | |
pose = bpy.context.object.pose | |
#rest 状态下的骨骼 位置数据 | |
for Action in ActionsDic.keys(): | |
newAction = bpy.data.actions.new(name=Action) | |
arm_object.animation_data_create() | |
arm_object.animation_data.action = newAction | |
for track in ActionsDic[Action].keys(): | |
rpbone = armature.bones[track] | |
rpbonequat = rpbone.matrix_local.to_quaternion() | |
rpbonetrans = Vector() | |
def CreateTestAnimation(handler): | |
bpy.ops.object.select_all(action="DESELECT") | |
amt_obj = bpy.data.objects["Armature"] | |
amt_data = amt_obj.data | |
amt_obj.select = True | |
bpy.context.scene.objects.active = amt_obj | |
bpy.ops.object.mode_set(mode="POSE") | |
bpy.ops.pose.select_all(action="SELECT") | |
bpy.context.scene.frame_set(0) | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
bpy.context.scene.frame_set(20) | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
#amt_obj.animation_data_create() | |
#action = bpy.data.actions.new(name="Test") | |
#amt_obj.animation_data.action = action | |
#针对动画骨架Armature2 制作其对应的 pose动画 只有骨架动画 | |
def CreatePoseAnimation(BonesDic, BonesList, BoneID, TrackData, BonesData, handler): | |
#TrackData[boneName].append({time=time, translation={x, -z, y}, angle=angle, axis={rx, -rz, ry}}) | |
#每个joint 相对于 初始骨骼位置的偏移 从joint 位置 旋转 计算 旋转 rotation 和 scale属性 | |
#每个joint 影响其所在的骨骼 以及每个子骨骼的位置 | |
#调整 动画中的Empty物体的位置 然后生成一个新的 骨骼位置 | |
#调整一个joint的位置 parent和children 相关联的都会修改矩阵 重新计算矩阵在 edit mode 下 | |
#然后计算edit mode下旋转结果 重新计算这组骨骼的 qua 和 scale信息 | |
#然后设置 一个关键帧在pose mode下面 | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.ops.object.select_all(action="DESELECT") | |
amt_obj = bpy.data.objects["Armature"] | |
amt_data = amt_obj.data | |
amt_obj.select = True | |
bpy.context.scene.objects.active = amt_obj | |
#bpy.ops.object.duplicate() | |
#modifyArmature_obj = bpy.data.objects["Armature2.001"] | |
#modifyArmature_data = modifyArmature_obj.data | |
#只测试一帧的数据 | |
#第一次frame | |
#按照父子关系来调整 骨骼的Editor bones 属性 这样 孩子节点的head 也要跟着一起移动 | |
#接着再去修正tail位置 tail的方向不变 但是 head 位置偏移了 | |
#在Pose 状态下 修改 平移 和 旋转属性 | |
#bpy.ops.object.mode_set(mode="OBJECT") | |
#bpy.ops.object.select_all(action="DESELECT") | |
#modifyArmature_obj.select = True | |
#bpy.context.scene.objects.active = modifyArmature_obj | |
#bpy.ops.object.mode_set(mode="POSE") | |
#调整pose骨骼旋转继承父亲骨骼的旋转方向 | |
''' | |
for bone in modifyArmature_data.bones: | |
log("setPoseBone "+bone.name) | |
if bone.parent != None: | |
bone.use_inherit_rotation = True | |
''' | |
#进入object mode 调整每个 joint的位置 根据TrackData | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.ops.object.select_all(action="DESELECT") | |
#modifyArmature_obj.select = True | |
#bpy.context.scene.objects.active = modifyArmature_obj | |
#bpy.ops.object.mode_set(mode="POSE") | |
#需要记录所有joint的 初始化位置 相对于parent的 location 和 rotation_quaternion | |
RestJoint = {} | |
for boneName in TrackData.keys(): | |
joint = bpy.data.objects[boneName] | |
joint.rotation_mode = "QUATERNION" | |
RestJoint[joint.name] = dict(location=joint.location.copy(), rotation=joint.rotation_quaternion.copy()) | |
#变换每个joint的位置 | |
#骨骼 * frame 建立这么多次的 PoseMode数据 | |
#记录所有出现的关键帧的编号 | |
allFrameData = [] | |
for boneName in TrackData.keys(): | |
tracks = TrackData[boneName] | |
count = 0 | |
joint = bpy.data.objects[boneName] | |
joint.select = True | |
bpy.context.scene.objects.active = joint | |
jointRestData = RestJoint[joint.name] | |
for frame in tracks: | |
time = frame["time"] | |
fnum = int(round(time*60)) | |
translation = Vector(frame["translation"]) | |
angle = frame["angle"] | |
axis = frame["axis"] | |
bpy.context.scene.frame_set(fnum) | |
#joint = bpy.data.objects[boneName] | |
joint.location = jointRestData["location"]+translation | |
joint.rotation_quaternion = jointRestData["rotation"]*Matrix.Rotation(angle, 3, axis).to_quaternion() | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
if fnum not in allFrameData: | |
allFrameData.append(fnum) | |
if count >= 8: | |
break | |
count += 1 | |
joint.select = False | |
#生成每一帧的 Pose数据 | |
log("allFrameData is "+str(allFrameData)) | |
for fnum in allFrameData: | |
bpy.context.scene.frame_set(fnum) | |
#使用joint初始化一个骨骼Armature3 | |
bpy.ops.object.add(type="ARMATURE", enter_editmode=True) | |
amt3_obj = bpy.context.object | |
amt3_obj.location = Vector((0, 0, 0)) | |
amt3_obj.show_x_ray = True | |
amt3_obj.name = "Armature3" | |
amt3_data = amt3_obj.data | |
amt3_data.show_axes = True | |
#进入Edit模式编辑骨骼对象 | |
#每一个joint对象 生成骨骼 | |
#计算join roll值 | |
FirstBoneData = {} | |
for k in BonesData: | |
log("joint pos "+k['name']) | |
if k.get('parent'): | |
#骨骼对应的joint对象 | |
#世界位置 | |
rollVal = calculateRoll(k["name"]) | |
boneJoint = bpy.data.objects[k["name"]] | |
jointTranslation = boneJoint.matrix_world.to_translation() | |
#roll 具体计算公式了 | |
#qua2 * qua3 = localRotation | |
parent = BonesDic[k['parent']] | |
if parent.get('parent'): | |
parentBone = amt3_data.edit_bones[k['parent']] | |
bpy.ops.armature.select_all(action="DESELECT") | |
parentBone.select_tail = True | |
bpy.ops.armature.extrude() | |
amt3_data.edit_bones[-1].name = k['name'] | |
selBone = amt3_data.edit_bones[-1] | |
tp = jointTranslation-selBone.head | |
bpy.ops.transform.translate(value=tp) | |
selBone.roll = rollVal | |
#root--->Bip01 | |
else: | |
bone = amt3_data.edit_bones.new(k['name']) | |
#root 的translation是统一 | |
bone.head = parent["translation"] | |
bone.tail = jointTranslation | |
bone.roll = rollVal | |
bone.use_connect = False | |
#当前root 的第一个骨骼存在则使用这个骨骼作为parent | |
if FirstBoneData.get(parent["name"]) != None: | |
bone.parent = amt3_data.edit_bones[FirstBoneData[parent["name"]]] | |
#if parent.get('firstBone') != None: | |
# bone.parent = amt.edit_bones[parent['firstBone']] | |
else: | |
FirstBoneData[parent["name"]] = bone.name | |
#parent['firstBone'] = bone.name | |
bpy.ops.armature.select_all(action="DESELECT") | |
else: | |
pass | |
#计算Armature3 相对于Armature的旋转和缩放变换 | |
#Armature3 Edit Mode下的数据 保存 | |
bpy.context.scene.update() | |
Armature3Data = {} | |
for k in BonesData: | |
Armature3Data[k["name"]] = temp = {} | |
if amt3_data.edit_bones.get(k["name"]): | |
bone = amt3_data.edit_bones[k["name"]] | |
temp["head"] = bone.head.copy() | |
temp["tail"] = bone.tail.copy() | |
temp["roll"] = bone.roll | |
temp["length"] = bone.length | |
temp["mat"] = bone.matrix.to_3x3().copy() | |
bone.use_inherit_scale = False | |
bone.use_inherit_rotation = False | |
#进入Armature的PoseMode 写入变换数据 | |
if bpy.context.object != None: | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.context.object.select = False | |
bpy.ops.object.select_all(action="DESELECT") | |
#调整 基础骨骼 pose骨骼的 位置 缩放 旋转 | |
bpy.ops.object.select_all(action="DESELECT") | |
amt_obj.select = True | |
bpy.context.scene.objects.active = amt_obj | |
bpy.ops.object.mode_set(mode="POSE") | |
bpy.ops.pose.select_all(action="SELECT") | |
#bpy.ops.anim.keyframe_insert_menu(type="Location") | |
#bpy.ops.anim.keyframe_insert_menu(type="Rotation") | |
#遍历每个骨骼 计算每个骨骼的 rotation 和 scale | |
restPoseEdit = handler.restPose | |
restBone = amt_data.bones | |
for b in BonesData: | |
if b.get("parent") and restBone.get(b["name"]) != None: | |
amt3BoneData = Armature3Data[b["name"]] | |
amt3Mat = amt3BoneData["mat"] | |
amt3Length = amt3BoneData["length"] | |
rbData = restPoseEdit[b["name"]] | |
#rbDir = rbData["tail"]-rbData["head"] | |
#myDir = b["tail"]-b["head"] | |
#逆矩阵是将 世界坐标的向量 转化到 骨骼空间里面去的 | |
#使用edit 模式下的骨骼的 变换矩阵 | |
normalBoneMat = rbData["mat"].inverted() #restBone[b["name"]].matrix.inverted() | |
#使用动画的 matrix 变换到世界空间 接着从世界空间变换到 rest pose空间 | |
nDir = normalBoneMat*amt3Mat*Vector((0, 1, 0)) | |
rotAxis = Vector.cross(Vector((0, 1, 0)), nDir) | |
#.normalized() | |
log("calculate bone data "+b["name"]+" "+str(nDir)) | |
theta = math.asin(rotAxis.length/nDir.length) | |
#av = min(max(-1, Vector((0, 1, 0))*nDir), 1) | |
#angle = math.acos(av) | |
qua = Matrix.Rotation(theta, 3, rotAxis).to_quaternion() | |
defaultQua = (1, 0, 0, 0) | |
#还要计算roll值 | |
#difRoll = b["roll"]-rbData["roll"] | |
#rotY = Matrix.Rotation(difRoll, 3, Vector((0, 1, 0))).to_quaternion() | |
#先旋转 接着 调整roll 方向 | |
#qua = qua*rotY | |
scale = amt3Length/restBone[b["name"]].length | |
modifyScale = (1, scale, 1) | |
#在第20frame 存储一个 攻击骨骼位置 | |
#b["initQuaternion"] = qua | |
#b["initScale"] = modifyScale | |
#bpy.context.scene.frame_set(20) | |
amtPoseBone = amt_obj.pose.bones[b["name"]] | |
amtPoseBone.rotation_mode = "QUATERNION" | |
amtPoseBone.rotation_quaternion = qua | |
amtPoseBone.scale = Vector(modifyScale) | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
bpy.ops.object.mode_set(mode="OBJECT") | |
amt3_obj.name = "Armature3_remove" | |
bpy.context.scene.objects.unlink(amt3_obj) | |
del amt3_obj | |
return | |
for boneName in TrackData.keys(): | |
tracks = TrackData[boneName] | |
count = 0 | |
for frame in tracks: | |
#if True: | |
#frame = tracks[1] | |
time = frame["time"] | |
fnum = int(time*60) | |
translation = frame["translation"] | |
angle = frame["angle"] | |
axis = frame["axis"] | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.ops.object.select_all(action="DESELECT") | |
modifyArmature_obj.select = True | |
bpy.context.scene.objects.active = modifyArmature_obj | |
bpy.ops.object.mode_set(mode="POSE") | |
#altR altG altS 一下所有的骨骼么? | |
#BonesDic[boneName] 中保存有tail 和 head信息 | |
#editBone = modifyArmature_data.edit_bones[boneName] | |
#修正poseBone位置来调整子骨骼位置 scale rotation 位置 | |
#poseBone 的matrix是 旋转缩放后的matrix不能使用 | |
poseBone = modifyArmature_obj.pose.bones[boneName] | |
#相对于初始骨骼位置的偏移 骨骼空间平移 转化到世界坐标空间 | |
#mat * v1 v2 v3 骨骼空间转化到 世界空间 | |
#pose 空间直接计算 旋转值 | |
traVec = Vector(translation) | |
targetPos = Vector((0, poseBone.length, 0))+traVec | |
#检测父亲骨骼是否存在轴旋转 | |
#使用poseBone的parent呢还是使用 BonesDic的parent? | |
#因为Pelvis 不存在所以导致 Spine 的parent不同 | |
#但是数据是存储在TrackData 里面的 | |
#递归的求得父亲的旋转值 最后 乘以当前的值 | |
#如何做到 骨骼数据的独立性呢? 和父亲节点不相关 | |
''' | |
ParentQua = mathutils.Quaternion((1, 0, 0, 0)) | |
curBoneName = boneName | |
while BonesDic[curBoneName].get("parent") != None: | |
parent = BonesDic[curBoneName]["parent"] | |
TrackData.get() | |
if BonesDic[boneName].get("parent") != None: | |
parent = BonesDic[boneName]["parent"] | |
TrackData[parent["name"]] | |
''' | |
#直接旋转自己骨骼不会影响子骨骼 | |
#存在平移 | |
if traVec.length > 0: | |
ax = Vector.cross(Vector((0, 1, 0)), targetPos) | |
the = math.asin(ax.length/targetPos.length) | |
poseBone.rotation_quaternion = Matrix.Rotation(the, 3, ax).to_quaternion() | |
else: | |
poseBone.rotation_quaternion = mathutils.Quaternion((1, 0, 0, 0)) | |
#scale 值 | |
scaleY = targetPos.length/poseBone.length | |
poseBone.scale = Vector((1, scaleY, 1)) | |
#计算孩子骨骼的旋转参数 joint的旋转会影响孩子骨骼的 | |
#为孩子骨骼设定 rotation_quaternion | |
#continue | |
#wt = BonesDic[boneName]["mat"]*Vector(translation) | |
#editBone.tail = BonesDic[boneName]["tail"]+wt#Vector(translation) | |
#log("Bone tail in world "+boneName+" "+str(BonesDic[boneName]["tail"])+" "+str(editBone.tail)+" "+str(wt)+" "+str(translation)) | |
#如何调整join的旋转呢? | |
#放入相关的edit 模式下的骨骼 | |
#父亲骨骼和所有的子骨骼 | |
#调整孩子骨骼的旋转 | |
#update scene之后 保存关键帧 | |
#恢复骨骼状态 | |
if False: | |
allChildren = BonesDic[boneName]["children"] | |
#恢复骨骼到默认位置 | |
#for bone in allChildren: | |
# editBone = modifyArmature_data.edit_bones[bone["name"]] | |
# editBone.tail = bone["tail"] | |
#更新一下矩阵变换 | |
#bpy.context.scene.update() | |
#相对于父亲骨骼的 位置 使用 pose location 来修改而不是 editBone | |
#tail 调整位置 孩子调整位置 | |
for bone in allChildren: | |
if modifyArmature_data.edit_bones.get(bone["name"]) != None: | |
editBone = modifyArmature_data.edit_bones[bone["name"]] | |
#世界坐标旋转 而不是局部骨骼坐标旋转 | |
rot = Matrix.Rotation(angle, 3, axis) | |
#父亲骨骼旋转不会旋转子骨骼 方向 只会修正head位置 | |
direction = bone["tail"]-bone["head"] | |
##editBone.tail-editBone.head | |
newDir = rot*direction | |
editBone.tail = editBone.head+newDir | |
#得到动画骨骼方向的旋转方向数据 | |
rotY = (bone["mat"].inverted()*rot).to_euler().y | |
editBone.roll = bone["roll"]+rotY | |
#就按所有骨骼的相对于head tail 的旋转 | |
bpy.context.scene.update() | |
#计算每个骨骼的旋转 和 scale | |
allGroups = [BonesDic[boneName]]+BonesDic[boneName]["children"] | |
animationDic = {} | |
for bone in allGroups: | |
if modifyArmature_data.edit_bones.get(bone["name"]) != None: | |
mb = modifyArmature_data.edit_bones[bone["name"]] | |
animationDic[bone["name"]] = { | |
"mat":mb.matrix.to_3x3().copy(), | |
"length": mb.length, | |
} | |
#得到 动画初始骨骼位置 Armature2 | |
#得到 当前帧骨骼位置 Armature2.001 | |
#计算 两者的 qua 和 scale 差值 | |
#修改 Armature2 pose数据 | |
#插入 pose关键帧 | |
bpy.context.scene.frame_set(fnum) | |
#不能去修改 骨骼的 | |
#qua = Matrix.Rotation(angle, 3, axis) | |
#loc = Vector(translation) | |
#amt_obj.pose.bones[boneName].rotation_quaternion = qua.to_quaternion() | |
#amt_obj.pose.bones[boneName].scale = Vector(modifyScale) | |
#amt_obj.pose.bones[boneName].location = loc | |
''' | |
for bone in allGroups: | |
if amt_obj.pose.bones.get(bone["name"]) == None: | |
continue | |
#restPose | |
rbData = bone | |
normalBoneMat = rbData["mat"].inverted() #restBone[b["name"]].matrix.inverted() | |
#使用动画的 matrix 变换到世界空间 接着从世界空间变换到 rest pose空间 | |
nDir = normalBoneMat*animationDic[bone["name"]]["mat"]*Vector((0, 1, 0)) | |
rotAxis = Vector.cross(Vector((0, 1, 0)), nDir) | |
#.normalized() | |
log("calculate bone data "+bone["name"]+" "+str(nDir)) | |
theta = math.asin(rotAxis.length/nDir.length) | |
#av = min(max(-1, Vector((0, 1, 0))*nDir), 1) | |
#angle = math.acos(av) | |
qua = Matrix.Rotation(theta, 3, rotAxis).to_quaternion() | |
defaultQua = (1, 0, 0, 0) | |
#还要计算roll值 | |
#difRoll = b["roll"]-rbData["roll"] | |
#rotY = Matrix.Rotation(difRoll, 3, Vector((0, 1, 0))).to_quaternion() | |
#先旋转 接着 调整roll 方向 | |
#qua = qua*rotY | |
scale = animationDic[bone["name"]]["length"]/bone["length"] | |
modifyScale = (1, scale, 1) | |
#b["initQuaternion"] = qua | |
#b["initScale"] = modifyScale | |
#bpy.context.scene.frame_set(fnum) | |
#设置这一frame的骨骼的pose数据 | |
amt_obj.pose.bones[bone["name"]].rotation_quaternion = qua | |
amt_obj.pose.bones[bone["name"]].scale = Vector(modifyScale) | |
#bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
''' | |
#modifyArmature_obj.location = Vector((count*4+4, 0, 0)) | |
#modifyArmature_obj.name = "Armature2_"+str(count) | |
#记录当前所有Armature2 骨骼的位置到关键帧fnum | |
if False: | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.ops.object.select_all(action="DESELECT") | |
amt_obj.select = True | |
bpy.context.scene.objects.active = amt_obj | |
#if count < len(TrackData.keys()): | |
# bpy.ops.object.duplicate() | |
# modifyArmature_obj = bpy.data.objects["Armature2.001"] | |
# modifyArmature_data = modifyArmature_obj.data | |
bpy.ops.object.mode_set(mode="POSE") | |
bpy.context.scene.update() | |
#只需要选择 parent 和 children 骨骼即可 | |
bpy.ops.pose.select_all(action="SELECT") | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
#数据是下一帧是上一frame的 相对变换pose 还是 相对于初始pose | |
#如果相对于上一frame | |
#如果相对于初始则每次只需要按照 | |
''' | |
amt_obj.pose.bones[b["name"]].rotation_quaternion = qua | |
amt_obj.pose.bones[b["name"]].scale = Vector(modifyScale) | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
''' | |
#bpy.context.scene.frame_set(0) | |
#amt_obj.pose.bones[b["name"]].rotation_quaternion = qua | |
#amt_obj.pose.bones[b["name"]].scale = Vector(modifyScale) | |
#bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
#读取所有的frame帧数据 | |
#第8帧动作幅度最大 | |
if count >= 8: | |
break | |
count += 1 | |
#break | |
''' | |
建立动画骨骼 基础形态 | |
''' | |
#创建一个动画的初始的 pose状态 调整armature的骨骼位置 | |
#进入pose mode 调整每一个每个骨骼的head 和 tail位置 | |
#旋转子骨骼到目标位置 的一个旋转方向 location rotation scale 沿着骨骼的轴方向的 | |
#head ---> tail 之间的一个旋转方向 变化 从原方向 到新方向之间的旋转变化 | |
import math | |
def CreateAnimationPose(animationlink, handler): | |
global dirname | |
if animationlink != 0: | |
#scene = bpy.context.scene | |
filename = os.path.join(dirname, animationlink) | |
xml_doc = OpenFile(filename) | |
#得到动画pose中每个骨骼的变换矩阵 | |
#分析xml文件得到 攻击动作的初始 骨骼位置 pose | |
#60frame/s int(time*60) = frame | |
BonesDic, BonesList, BoneID, TrackData = OGREBonesDic(xml_doc) | |
BonesData = [] | |
ChildList(BonesDic) | |
#创建空物体来 计算骨骼的坐标位置 | |
#保存攻击的joint 重新计算每个骨骼的位置相对变化 | |
CreateEmptys(BonesDic, False) | |
#return | |
root = FindRoot(BonesList) | |
SortData(root, BonesData) | |
if bpy.context.object != None: | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.context.object.select = False | |
bpy.ops.object.select_all(action="DESELECT") | |
amt_obj = bpy.data.objects["Armature"] | |
amt_data = amt_obj.data | |
#amt_obj.animation_data_create() | |
#action = bpy.data.actions.new(name="Test") | |
#amt_obj.animation_data.action = action | |
#amt_obj.select = True | |
#bpy.ops.object.mode_set(mode="POSE") | |
#提取pose信息 设置初始pose属性 骨骼的location 相对于rest的location 和 rotation数据 | |
#骨骼的location 增加3条曲线 描述 x y z 每个骨骼的位置变化 | |
#modify location is relative position | |
restPoseEdit = handler.restPose | |
#使用骨骼的 旋转位置 不要使用 空物体的位置 空物体位置和 骨骼位置不对 | |
restBone = amt_data.bones | |
#建立一个新的骨架 比较两个骨架的本地旋转信息 Armature2 骨架 | |
#骨架名称可以相同 | |
if bpy.context.object != None: | |
bpy.ops.object.select_all(action="DESELECT") | |
arm = bpy.ops.object.add(type="ARMATURE", enter_editmode=True) | |
ob = bpy.context.object | |
ob.location = bpy.context.scene.cursor_location | |
ob.show_x_ray = True | |
ob.name = "Armature2" | |
amt = ob.data | |
amt.show_axes = True | |
#动画骨骼对象 | |
arm_obj = ob | |
log("initial Animation Bone ") | |
#初始化动画骨骼 | |
for k in BonesData: | |
log("joint pos "+k['name']+" : "+str(k['translation'])) | |
if k.get('parent'): | |
parent = BonesDic[k['parent']] | |
#得到对应joint 正方体物体 | |
#matrix_local = k["matrix_local"] | |
rollVal = calculateRoll(k["name"]) | |
if parent.get('parent'): | |
parentBone = amt.edit_bones[k['parent']] | |
bpy.ops.armature.select_all(action="DESELECT") | |
parentBone.select_tail = True | |
bpy.ops.armature.extrude() | |
amt.edit_bones[-1].name = k['name'] | |
selBone = amt.edit_bones[-1] | |
tp = k["translation"]-selBone.head | |
bpy.ops.transform.translate(value=tp) | |
selBone.roll = rollVal | |
#root--->Bip01 | |
else: | |
bone = amt.edit_bones.new(k['name']) | |
bone.head = parent["translation"] | |
bone.tail = k["translation"] | |
bone.roll = rollVal | |
bone.use_connect = False | |
if parent.get('firstBone') != None: | |
bone.parent = amt.edit_bones[parent['firstBone']] | |
else: | |
parent['firstBone'] = bone.name | |
bpy.ops.armature.select_all(action="DESELECT") | |
else: | |
pass | |
#存储动画骨骼的基本信息 配置状态 | |
bpy.context.scene.update() | |
for k in BonesData: | |
if amt.edit_bones.get(k["name"]): | |
bone = amt.edit_bones[k["name"]] | |
k["head"] = bone.head.copy() | |
k["tail"] = bone.tail.copy() | |
k["roll"] = bone.roll | |
k["length"] = bone.length | |
k["mat"] = bone.matrix.to_3x3().copy() | |
bone.use_inherit_scale = False | |
bone.use_inherit_rotation = False | |
#对比restPose Bone 和 动画 骨骼的 head tail roll 来计算 pose下的rotation | |
#先制作旋转 再做roll旋转 | |
#将 目标骨骼方向向量转化到 rest骨骼的空间中 | |
#计算 (0, 1, 0) 方向和 转化方向之间的旋转四元式 | |
#设置pose 骨骼的rotation_quaternion旋转数据 | |
if bpy.context.object != None: | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.context.object.select = False | |
bpy.ops.object.select_all(action="DESELECT") | |
#调整 基础骨骼 pose骨骼的 位置 缩放 旋转 | |
bpy.ops.object.select_all(action="DESELECT") | |
amt_obj.select = True | |
bpy.context.scene.objects.active = amt_obj | |
bpy.ops.object.mode_set(mode="POSE") | |
bpy.ops.pose.select_all(action="SELECT") | |
bpy.context.scene.frame_set(0) | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
action = amt_obj.animation_data.action | |
#bpy.context.scene.frame_set(20) | |
#bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
#bpy.ops.object.mode_set(mode="POSE") | |
for b in BonesData: | |
if b.get("parent") and restBone.get(b["name"]) != None: | |
rbData = restPoseEdit[b["name"]] | |
#rbDir = rbData["tail"]-rbData["head"] | |
#myDir = b["tail"]-b["head"] | |
#逆矩阵是将 世界坐标的向量 转化到 骨骼空间里面去的 | |
#使用edit 模式下的骨骼的 变换矩阵 | |
normalBoneMat = rbData["mat"].inverted() #restBone[b["name"]].matrix.inverted() | |
#使用动画的 matrix 变换到世界空间 接着从世界空间变换到 rest pose空间 | |
nDir = normalBoneMat*b["mat"]*Vector((0, 1, 0)) | |
rotAxis = Vector.cross(Vector((0, 1, 0)), nDir) | |
#.normalized() | |
log("calculate bone data "+b["name"]+" "+str(nDir)) | |
theta = math.asin(rotAxis.length/nDir.length) | |
#av = min(max(-1, Vector((0, 1, 0))*nDir), 1) | |
#angle = math.acos(av) | |
qua = Matrix.Rotation(theta, 3, rotAxis).to_quaternion() | |
defaultQua = (1, 0, 0, 0) | |
#还要计算roll值 | |
#difRoll = b["roll"]-rbData["roll"] | |
#rotY = Matrix.Rotation(difRoll, 3, Vector((0, 1, 0))).to_quaternion() | |
#先旋转 接着 调整roll 方向 | |
#qua = qua*rotY | |
scale = b["length"]/restBone[b["name"]].length | |
modifyScale = (1, scale, 1) | |
#在第20frame 存储一个 攻击骨骼位置 | |
b["initQuaternion"] = qua | |
b["initScale"] = modifyScale | |
bpy.context.scene.frame_set(20) | |
amt_obj.pose.bones[b["name"]].rotation_quaternion = qua | |
amt_obj.pose.bones[b["name"]].scale = Vector(modifyScale) | |
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale") | |
''' | |
for axis_i in range(4): | |
data_path = 'pose.bones["%s"].rotation_quaternion' % (b['name']) | |
curve = action.fcurves.new(data_path=data_path, index=axis_i) | |
keyframe_points = curve.keyframe_points | |
keyframe_points.add(2) | |
keyframe_points[0].co = (10, defaultQua[axis_i]) | |
keyframe_points[0].co = (20, qua[axis_i]) | |
defaultSca = (1, 1, 1) | |
#根据长度缩放骨骼 | |
data_path = 'pose.bones["%s"].scale' % (b['name']) | |
for axis_i in range(3): | |
curve = action.fcurves.new(data_path=data_path, index=axis_i) | |
keyframe_points = curve.keyframe_points | |
keyframe_points.add(2) | |
keyframe_points[0].co = (10, defaultSca[axis_i]) | |
keyframe_points[0].co = (20, scale) | |
''' | |
CreatePoseAnimation(BonesDic, BonesList, BoneID, TrackData, BonesData, handler) | |
''' | |
for cu in action.fcurves: | |
for bez in cu.keyframe_points: | |
bez.interpolation = 'LINEAR' | |
''' | |
''' | |
for b in BonesData: | |
#not root | |
#Pelvis 长度为0的 骨骼不存在所以不用修改状态 | |
if b.get("parent") and restBone.get(b["name"]) != None: | |
parent = BonesDic[b["parent"]] | |
#计算两个的方向向量的旋转值 | |
#diff = b["translation"]-parent["translation"] | |
#diffOld = restPose[b["name"]]["translation"] - restPose[parent["name"]]["translation"] | |
#从B空间 到 A 空间 MA*MB-1 | |
#matrixA = b["matrix_local"] | |
#matrixB = restPose[b["name"]]["matrix_local"] | |
#mat = matrixB.inverted()*matrixA | |
#qua = mat.to_quaternion() | |
#qua = matrixA.to_quaternion()-matrixB.to_quaternion() | |
rpbone = restBone[b["name"]] | |
rpquat = rpbone.matrix_local.to_quaternion() | |
sprotAxis = b["rotation"] | |
sprotAngle = b["angle"] | |
sprotquat = Matrix.Rotation(sprotAngle, 3, sprotAxis).to_quaternion() | |
qua = rpquat-sprotquat | |
#c = Vector.cross(diffOld, diff) | |
#theta = math.acos(diffOld.normalized()*diff.normalized()) | |
#math.sin(theta) | |
#rot = Matrix.Rotation(theta, 3, c) | |
#qua = rot.to_quaternion() | |
#w x y z | |
for axis_i in range(4): | |
data_path = 'pose.bones["%s"].rotation_quaternion' % (b['name']) | |
curve = action.fcurves.new(data_path=data_path, index=axis_i) | |
keyframe_points = curve.keyframe_points | |
keyframe_points.add(1) | |
keyframe_points[0].co = (5, qua[axis_i]) | |
''' | |
BoneID2Name = {} | |
def calculateRoll(jointName): | |
#return 0 | |
boneJoint = bpy.data.objects[jointName] | |
#matrix_local = k["matrix_local"] | |
localTranslation = boneJoint.matrix_local.to_translation() | |
localQuaternion = boneJoint.matrix_local.to_3x3().to_quaternion() | |
vec2 = localQuaternion*localTranslation | |
normalDir = Vector.cross(localTranslation, vec2) | |
if localTranslation.length == 0 or vec2.length == 0: | |
rollVal = 0 | |
else: | |
theta = math.asin(normalDir.length/localTranslation.length/vec2.length) | |
qua2 = Matrix.Rotation(theta, 3, normalDir).to_quaternion() | |
qua3 = localQuaternion* qua2.inverted() | |
rollVal = qua3.angle | |
return rollVal | |
#create blender armature submesh multiple mesh use shared vertex or not share | |
#convert ogre joint to bones | |
#建立绑定位置的 骨骼位置信息 pose mode下面可以调整微调 | |
def CreateBindSkeleton(xmldoc, handler): | |
BonesDic, BonesList, BoneID, TrackData = OGREBonesDic(xmldoc) | |
global BoneID2Name | |
BoneID2Name = BoneID | |
#BonesData = BonesDic | |
BonesData = [] | |
ChildList(BonesDic) | |
CreateEmptys(BonesDic) | |
handler.restPose = BonesDic | |
#return | |
root = FindRoot(BonesList) | |
#root = BonesList[0] | |
if root == None: | |
log("not find root bone "+str(BonesList)) | |
return | |
#sort from root | |
SortData(root, BonesData) | |
if len(BonesData) != len(BonesList): | |
log("sort bone not equal "+ str(len(BonesList))) | |
log("data is "+str(len(BonesData))) | |
log("lost Number is "+str(len(BonesList) - len(BonesData))) | |
setA = set([k['name'] for k in BonesList]) | |
setB = set([k['name'] for k in BonesData]) | |
difSet = setA-setB | |
for k in difSet: | |
log('lost '+k) | |
log(BonesDic[k]) | |
return | |
#HelperBones(BonesDic) | |
#ZeroBones(BonesDic) | |
#CreateEmptys(BonesDic) | |
#SetBonesASPositions(BonesDic) | |
#BonesData = BonesDic | |
#scn = bpy.context.scene | |
#obj = bpy.data.objects.new("obj", objmesh) | |
#obj.location = bpy.context.scene.cursor_location | |
#bpy.context.scene.objects.link(obj) | |
arm = bpy.ops.object.add(type="ARMATURE", enter_editmode=True) | |
ob = bpy.context.object | |
ob.location = bpy.context.scene.cursor_location | |
ob.show_x_ray = True | |
amt = ob.data | |
amt.show_axes = True | |
#joint to bone root-> some bone | |
#root is an empty Bone joint first Bone is parent | |
bpy.ops.armature.select_all(action="DESELECT") | |
log("initial Bone") | |
for k in BonesData: | |
log("joint pos "+k['name']+" : "+str(k['translation'])) | |
#posit | |
#root joint self | |
if k.get('parent'): | |
rollVal = calculateRoll(k["name"]) | |
log("bindBone RollValue "+k["name"]+" : "+str(rollVal)) | |
#bpy.context.scene.active = bone | |
#root ---> Bip01 | |
#Bip01 ----> Pelvis | |
#root ---> tag_xxx | |
#parent joint rotation | |
parent = BonesDic[k['parent']] | |
#Bip01 ---> Pelvis | |
#extrude from parent bone tail | |
if parent.get('parent'): | |
parentBone = amt.edit_bones[k['parent']] | |
bpy.ops.armature.select_all(action="DESELECT") | |
parentBone.select_tail = True | |
bpy.ops.armature.extrude() | |
amt.edit_bones[-1].name = k['name'] | |
selBone = amt.edit_bones[-1] | |
#rot = Matrix.Rotation(parent['angle'], 3, parent['rotation']) | |
#rot = parent["rotmatAS"] | |
tp = k["translation"]-selBone.head | |
#tp = rot*Vector(k['position']) | |
bpy.ops.transform.translate(value=tp) | |
selBone.roll = rollVal | |
#selBone.matrix = rot | |
#new bone | |
#bone.head = parentBone.tail | |
#(trans, rotParent, scale) = parentBone.matrix.decompose() | |
#rot = Matrix.Rotation(parent['angle'], 3, parent['rotation']) | |
#bone.tail = Vector(k['position'])+parentBone.tail | |
#addPos(parentBone.tail, k['position']) | |
#bone.use_connect = False | |
#bone.parent = parentBone | |
#bpy.ops.transform.rotate(value=parent['angle'], axis=parent['rotation']) | |
#root--->Bip01 | |
else: | |
bone = amt.edit_bones.new(k['name']) | |
bone.head = parent["translation"] | |
#parent['position'] | |
#rot = Matrix.Rotation(parent['angle'], 3, parent['rotation']) | |
#rot = parent["rotmatAS"] | |
bone.tail = k["translation"] | |
bone.roll = rollVal | |
#bone.tail = rot*Vector(k['position'])+bone.head | |
#bone.matrix = rot | |
#bone.tail = rot*Vector(k['position'])+bone.head | |
#bone.tail = addPos(bone.head, k['position']) | |
bone.use_connect = False | |
if parent.get('firstBone') != None: | |
bone.parent = amt.edit_bones[parent['firstBone']] | |
else: | |
parent['firstBone'] = bone.name | |
bpy.ops.armature.select_all(action="DESELECT") | |
''' | |
#first bone from joint root join parent is who? | |
if k['parent']['firstBone'] == None: | |
bone.head = k['parent']['position'] | |
bone.tail = addPos(k['parent']['position'], k['position']) | |
bone.use_connect = False | |
k['parent']['firstBone'] = bone | |
if k['parent'].get('parent'): | |
bone.parent = amt.edit_bones[k['parent']] | |
#other bone from joint | |
else: | |
bone.head = k['parent']['position'] | |
bone.tail = addPos(k['parent']['position'], k['position']) | |
''' | |
#parent = amt.edit_bones[k['parent']] | |
#bone.parent = parent | |
#bone.head = parent.tail | |
#bone.use_connect = False | |
#(trans, rot, scale) = parent.matrix.decompose() | |
#bone.tail = rot*Vector((0.3, 0, 0))+bone.head | |
else: | |
pass | |
#bone.head = k['position'] | |
#rot = mathutils.Matrix.Translation((0, 0, 0)) | |
#rot = Matrix.Rotation(k['rotation'][3], 3, k['rotation'][:3]) | |
#rot = Matrix.Rotation(k['rotation'][3], 3, k['rotation'][:3]) | |
#bone.head = k['position'] | |
bpy.context.scene.update() | |
for k in BonesData: | |
if k.get('parent'): | |
bone = amt.edit_bones[k['name']] | |
k["head"] = bone.head.copy() | |
k["tail"] = bone.tail.copy() | |
k["roll"] = bone.roll | |
k["length"] = bone.length | |
k["mat"] = bone.matrix.to_3x3().copy() | |
bone.use_inherit_scale = False | |
bone.use_inherit_rotation = False | |
log("create bone finish "+str(len(BonesList))) | |
return arm | |
#从每个submesh 里面抽取出vertexGroup的数据 | |
#建立一个 vertexGroup | |
#将对应定点放到group里面 | |
#group 按照数字名称来分组 | |
#def CreateVertexGroup(name, mesh): | |
#分析完一个子mesh的时候 子物体就添加一个顶点group | |
def CreateBlenderMesh(name, mesh, materials): | |
#bmesh = Blender.NMesh.GetRaw() | |
#bmesh = bpy.data.meshes.new("test") | |
# dict matname:blender material | |
bmaterials = {} | |
bmat_idx = -1 | |
log("Mesh with %d shared vertices." % len(mesh.vertices)) | |
vertex_count = len(mesh.vertices) | |
shareVert = mesh.vertices | |
shareNormal = mesh.normals | |
shareUV = mesh.uvs | |
submesh_count = len(mesh.submeshes) | |
vertex_offset = 0 | |
faces = [] | |
#bpy.context.active_object = None | |
bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.ops.object.select_all(action="DESELECT") | |
for j in range(0, submesh_count): | |
submesh = mesh.submeshes[j] | |
vert = submesh.vertices | |
faces = submesh.faces | |
uvs = submesh.uvs | |
if submesh.sharedvertices == 1: | |
vert = shareVert | |
uvs = shareUV | |
objmesh = bpy.data.meshes.new("mesh"+str(j)) | |
obj = bpy.data.objects.new("obj"+str(j), objmesh) | |
obj.location = bpy.context.scene.cursor_location | |
bpy.context.scene.objects.link(obj) | |
objmesh.from_pydata(vert, [], faces) | |
objmesh.update(calc_edges=True) | |
obj.select = True | |
bpy.context.scene.objects.active = obj | |
bpy.ops.object.mode_set(mode="EDIT") | |
#if bpy.context.mode == 'EDIT_MESH': | |
#for f in bm.faces: | |
obj = bpy.context.active_object | |
me = obj.data | |
bm = bmesh.from_edit_mesh(me) | |
uv_layer = bm.loops.layers.uv.verify() | |
bm.faces.layers.tex.verify() | |
#设置loop 循环上面的每个定点的uv 坐标获得定点的编号来索引到对应的uv坐标 | |
for f in bm.faces: | |
for l in f.loops: | |
luv = l[uv_layer] | |
ind = l.vert.index | |
luv.uv = Vector(uvs[ind]) | |
bmesh.update_edit_mesh(me) | |
me.update() | |
bpy.ops.object.mode_set(mode="OBJECT") | |
#检测骨骼编号 和 对应的骨骼名称 | |
log("skeleton ID") | |
allID = set(BoneID2Name.keys()) | |
useID = set(submesh.vertexGroup.keys()) | |
diffID = useID-allID | |
for k in diffID: | |
log("lostID "+str(k)) | |
log("all Lost ID "+str(len(allID))) | |
for k in allID: | |
log("allID "+str(k)+" "+str(BoneID2Name[k])) | |
if len(diffID) > 0: | |
return | |
#初始化顶点组 | |
#以骨骼快速分析骨骼名称得到实际骨骼名称 | |
#OGREBonesDic | |
#尝试将一个 joint 上面的定点权重/2 平分到相邻的两个骨骼上面即可 | |
#也就是一个joint vertexGroup 对应两个 bone的 vertexGroup | |
#分别是 tail 和 别的骨骼的head | |
#如果这个有多个child 则 平分权重到 多个child+parent上面即可 | |
for k in submesh.vertexGroup: | |
parentNode = BoneID2Name[k] | |
allGroups = [parentNode]#+parentNode["children"] | |
num = float(len(allGroups)) | |
#blenderGroup = [] | |
#将定点 放到每一个 相邻骨骼的 组中 并且权重平分 | |
for g in allGroups: | |
if obj.vertex_groups.get(g["name"]) == None: | |
group = obj.vertex_groups.new(g["name"]) | |
else: | |
group = obj.vertex_groups[g["name"]] | |
for v in submesh.vertexGroup[k]: | |
group.add([v["vertexIndex"]], v["weight"]/num, 'ADD') | |
#blenderGroup.append(group) | |
#name = realName["name"] | |
#realName["parent"] | |
#骨骼是使用 tail joint命名的因此需要 调整为parent 的名称来为 定点group命名 | |
#group = obj.vertex_groups.new(name) | |
#for v in submesh.vertexGroup[k]: | |
# group.add([v["vertexIndex"]], v["weight"], 'REPLACE') | |
#bmesh.from_pydata(vert, [], faces) | |
#break | |
if materials.get(submesh.materialname): | |
omat = materials[submesh.materialname] | |
bmat = 0 | |
if not bmaterials.get(submesh.materialname): | |
bmat = create_blender_material(omat) | |
bmaterials[submesh.materialname] = bmat | |
else: | |
bmat = bmaterials[submesh.materialname] | |
setMaterial(obj, bmat) | |
#设置模型材质 | |
bpy.ops.object.join() | |
return bpy.context.object | |
def convert_meshfile(filename): | |
log("convert file "+filename) | |
if IMPORT_OGREXMLCONVERTER != '': | |
commandline = IMPORT_OGREXMLCONVERTER +' -log /Users/liyong/err.log '+ ' "' + filename + '"' + ' "'+ filename + '.xml' + '"' | |
log("executing %s" % commandline) | |
log(os.path.abspath('.')) | |
status = os.system(commandline) | |
log('status '+str(status)) | |
log("done.") | |
#set ambient diffuse specular emissive color | |
#def collect_materials(dirname): | |
# matname_pattern = re.compile('^\s*material\s+(.*?)\s*$') | |
def collect_materials(dirname): | |
# preparing some patterns | |
# to collect the material name | |
matname_pattern = re.compile('^\s*material\s+(.*?)\s*$') | |
# to collect the texture name | |
texname_pattern = re.compile('^\s*texture\s+(.*?)\s*$') | |
# to collect the diffuse colour | |
diffuse_alpha_pattern = re.compile(\ | |
'^\s*diffuse\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$') | |
diffuse_pattern = re.compile(\ | |
'^\s*diffuse\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$') | |
# to collect the specular colour | |
specular_pattern = re.compile(\ | |
'^\s*specular\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$') | |
ambient_pattern = re.compile( | |
'^\s*ambient\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$') | |
# the dictionary where to put the materials | |
materials = {} | |
# for all lines in all material files.. | |
material_files = glob.glob(dirname + '/*.material') | |
material = 0 | |
for filename in material_files: | |
f = open(filename, 'r') | |
line_number = 0 | |
for line in f: | |
try: | |
line_number = line_number + 1 | |
dlog("line to be matched: %s" % line) | |
#m = matname_pattern.match(line) | |
mat_name = matname_pattern.findall(line) | |
if len(mat_name) > 0: | |
material = Material(mat_name[0]) | |
materials[material.name] = material | |
vlog("parsing material %s" % mat_name[0]) | |
#m = texname_pattern.match(line) | |
tex_name = texname_pattern.findall(line) | |
# load only the first texture unit's texture | |
# TODO change to use the first one using the first uv set | |
if len(tex_name) > 0 and not material.texname: | |
#if m and not material.texname: | |
material.texname = dirname + '/' + tex_name[0] | |
m = diffuse_alpha_pattern.match(line) | |
if not m: | |
m = diffuse_pattern.match(line) | |
if m: | |
vlog(" parsing diffuse..") | |
groups = m.groups() | |
r = float(groups[0]) | |
g = float(groups[1]) | |
b = float(groups[2]) | |
#TODO: alpha still untested | |
if len(groups) > 3: | |
a = float(groups[3]) | |
else: | |
a = 1.0 | |
material.diffuse = (r, g, b, a) | |
vlog(" diffuse: %s" % str(material.diffuse)) | |
m = specular_pattern.match(line) | |
if m: | |
vlog(" parsing specular..") | |
groups = m.groups() | |
r = float(groups[0]) | |
g = float(groups[1]) | |
b = float(groups[2]) | |
material.specular = (r, g, b, 1.0) | |
vlog(" specular: %s" % str(material.specular)) | |
except Exception as e: | |
log(" error parsing material %s in %s on line % d: " % \ | |
(material.name, filename, line_number)) | |
log(" exception: %s" % str(e)) | |
return materials | |
def create_blender_material(omat): | |
mat = bpy.data.materials.new(omat.name) | |
mat.diffuse_color = omat.diffuse[:3] | |
mat.diffuse_shader = 'LAMBERT' | |
mat.diffuse_intensity = 1.0 | |
mat.specular_color = omat.specular[:3] | |
mat.specular_shader = 'COOKTORR' | |
mat.specular_intensity = 1.0 | |
mat.alpha = omat.diffuse[3] | |
mat.ambient = 1 | |
img = omat.getTexture() | |
if img: | |
cTex = bpy.data.textures.new(omat.texname, type="IMAGE") | |
cTex.image = img | |
mtex = mat.texture_slots.add() | |
mtex.texture = cTex | |
mtex.texture_coords = "UV" | |
mtex.use_map_color_diffuse = True | |
#mtex.use_map_color_emission = True | |
#mtex.emission_color_factor = 0.5 | |
#mtex.use_map_density = True | |
mtex.mapping = "FLAT" | |
return mat | |
dirname = None | |
basename = None | |
def fileselection_callback(filename): | |
log("Reading mesh file %s..." % filename) | |
filename = os.path.expanduser(filename) | |
#if fileName: | |
# (shortName, ext) = os.path.splitext(filename) | |
# is this a mesh file instead of an xml file? | |
if (filename.lower().find('.xml') == -1): | |
# No. Use the xml converter to fix this | |
log("No mesh.xml file. Trying to convert it from binary mesh format.") | |
convert_meshfile(filename) | |
filename += '.xml' | |
global dirname | |
global basename | |
dirname = os.path.dirname(filename) | |
basename = os.path.basename(filename) | |
#dirname = sys.dirname(filename) | |
#basename = Blender.sys.basename(filename) | |
# parse material files and make up a dictionary: {mat_name:material, ..} | |
materials = collect_materials(dirname) | |
#create materials | |
# prepare the SAX parser and parse the file using our own content handler | |
parser = xml.sax.make_parser() | |
handler = OgreMeshSaxHandler() | |
parser.setContentHandler(handler) | |
parser.parse(open(filename)) | |
# create the mesh from the parsed data and link it to a fresh object | |
#scene = Blender.Scene.GetCurrent() | |
meshname = basename[0:basename.lower().find('.mesh.xml')] | |
#生成骨骼 | |
CreateSkeleton(handler.skeleton, handler) | |
amt = bpy.data.objects["Armature"] | |
#生成蒙皮 和 顶点组 | |
obj = CreateBlenderMesh(meshname, handler.mesh, materials) | |
#bpy.ops.object.mode_set(mode="OBJECT") | |
bpy.context.scene.update() | |
bpy.ops.object.select_all(action="DESELECT") | |
bpy.context.scene.objects.active = amt | |
#obj.select = False | |
#amt.select = False | |
obj.select = True | |
amt.select = True | |
bpy.ops.object.parent_set(type="ARMATURE") | |
#CreateTestAnimation(handler) | |
#生成攻击动画基本形态关键帧 | |
CreateAnimationPose(handler.animationlink, handler) | |
#bpy.data.objects["Armature"].hide = True | |
bpy.data.objects["Armature2"].hide = True | |
#bpy.data.objects["Armature2.001"].hide = True | |
#obj.hide = True | |
#scene.link(object) | |
#object.select = True | |
log("import completed.") | |
#Blender.Redraw() | |
def clearScene(): | |
#global toggle | |
scn = bpy.context.scene | |
log("clearScene ") | |
for ob in scn.objects: | |
if ob.type in ["MESH", "CURVE", "TEXT"]: | |
scn.objects.active = ob | |
bpy.ops.object.mode_set(mode='OBJECT') | |
scn.objects.unlink(ob) | |
del ob | |
return scn | |
#Blender.Window.FileSelector(fileselection_callback, "Import OGRE", "*.xml") | |
from bpy.props import * | |
class IMPORT_OT_OGRE(bpy.types.Operator): | |
bl_idname = "import_scene.ogre_mesh" | |
bl_description = 'Import from mesh file format (.mesh)' | |
bl_label = "Import mesh" +' v.'+ __version__ | |
bl_space_type = "PROPERTIES" | |
bl_region_type = "WINDOW" | |
bl_options = {'UNDO'} | |
filepath = StringProperty( | |
subtype='FILE_PATH', | |
) | |
def draw(self, context): | |
layout0 = self.layout | |
#layout0.enabled = False | |
#col = layout0.column_flow(2,align=True) | |
layout = layout0.box() | |
col = layout.column() | |
#col.prop(self, 'KnotType') waits for more knottypes | |
#col.label(text="import Parameters") | |
#col.prop(self, 'replace') | |
#col.prop(self, 'new_scene') | |
#row = layout.row(align=True) | |
#row.prop(self, 'curves') | |
#row.prop(self, 'circleResolution') | |
#row = layout.row(align=True) | |
#row.prop(self, 'merge') | |
#if self.merge: | |
# row.prop(self, 'mergeLimit') | |
#row = layout.row(align=True) | |
#row.label('na') | |
#row.prop(self, 'draw_one') | |
#row.prop(self, 'thic_on') | |
#col = layout.column() | |
#col.prop(self, 'codec') | |
#row = layout.row(align=True) | |
#ow.prop(self, 'debug') | |
#if self.debug: | |
# row.prop(self, 'verbose') | |
def execute(self, context): | |
''' | |
global toggle, theMergeLimit, theCodec, theCircleRes | |
O_Merge = T_Merge if self.merge else 0 | |
#O_Replace = T_Replace if self.replace else 0 | |
O_NewScene = T_NewScene if self.new_scene else 0 | |
O_Curves = T_Curves if self.curves else 0 | |
O_ThicON = T_ThicON if self.thic_on else 0 | |
O_DrawOne = T_DrawOne if self.draw_one else 0 | |
O_Debug = T_Debug if self.debug else 0 | |
O_Verbose = T_Verbose if self.verbose else 0 | |
toggle = O_Merge | O_DrawOne | O_NewScene | O_Curves | O_ThicON | O_Debug | O_Verbose | |
theMergeLimit = self.mergeLimit*1e-4 | |
theCircleRes = self.circleResolution | |
theCodec = self.codec | |
''' | |
#bpy.ops.wm.read_homefile() | |
clearScene() | |
#readAndBuildDxfFile(self.filepath) | |
fileselection_callback(self.filepath) | |
return {'FINISHED'} | |
def invoke(self, context, event): | |
wm = context.window_manager | |
wm.fileselect_add(self) | |
return {'RUNNING_MODAL'} | |
def menu_func(self, context): | |
self.layout.operator(IMPORT_OT_OGRE.bl_idname, text="ogre (.mesh)") | |
def register(): | |
bpy.utils.register_module(__name__) | |
bpy.types.INFO_MT_file_import.append(menu_func) | |
def unregister(): | |
bpy.utils.unregister_module(__name__) | |
bpy.types.INFO_MT_file_import.remove(menu_func) | |
if __name__ == "__main__": | |
register() | |
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