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Diffstat (limited to 'io_anim_bvh/export_bvh.py')
-rw-r--r--io_anim_bvh/export_bvh.py245
1 files changed, 245 insertions, 0 deletions
diff --git a/io_anim_bvh/export_bvh.py b/io_anim_bvh/export_bvh.py
new file mode 100644
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--- /dev/null
+++ b/io_anim_bvh/export_bvh.py
@@ -0,0 +1,245 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+# Script copyright (C) Campbell Barton
+# fixes from Andrea Rugliancich
+
+import bpy
+
+
+def write_armature(context, filepath, frame_start, frame_end, global_scale=1.0):
+
+ from mathutils import Matrix, Vector, Euler
+ from math import degrees
+
+ file = open(filepath, "w", encoding="utf8", newline="\n")
+
+ obj = context.object
+ arm = obj.data
+
+ # Build a dictionary of children.
+ # None for parentless
+ children = {None: []}
+
+ # initialize with blank lists
+ for bone in arm.bones:
+ children[bone.name] = []
+
+ for bone in arm.bones:
+ children[getattr(bone.parent, "name", None)].append(bone.name)
+
+ # sort the children
+ for children_list in children.values():
+ children_list.sort()
+
+ # bone name list in the order that the bones are written
+ serialized_names = []
+
+ node_locations = {}
+
+ file.write("HIERARCHY\n")
+
+ def write_recursive_nodes(bone_name, indent):
+ my_children = children[bone_name]
+
+ indent_str = "\t" * indent
+
+ bone = arm.bones[bone_name]
+ loc = bone.head_local
+ node_locations[bone_name] = loc
+
+ # make relative if we can
+ if bone.parent:
+ loc = loc - node_locations[bone.parent.name]
+
+ if indent:
+ file.write("%sJOINT %s\n" % (indent_str, bone_name))
+ else:
+ file.write("%sROOT %s\n" % (indent_str, bone_name))
+
+ file.write("%s{\n" % indent_str)
+ file.write("%s\tOFFSET %.6f %.6f %.6f\n" % (indent_str, loc.x * global_scale, loc.y * global_scale, loc.z * global_scale))
+ if bone.use_connect and bone.parent:
+ file.write("%s\tCHANNELS 3 Xrotation Yrotation Zrotation\n" % indent_str)
+ else:
+ file.write("%s\tCHANNELS 6 Xposition Yposition Zposition Xrotation Yrotation Zrotation\n" % indent_str)
+
+ if my_children:
+ # store the location for the children
+ # to het their relative offset
+
+ # Write children
+ for child_bone in my_children:
+ serialized_names.append(child_bone)
+ write_recursive_nodes(child_bone, indent + 1)
+
+ else:
+ # Write the bone end.
+ file.write("%s\tEnd Site\n" % indent_str)
+ file.write("%s\t{\n" % indent_str)
+ loc = bone.tail_local - node_locations[bone_name]
+ file.write("%s\t\tOFFSET %.6f %.6f %.6f\n" % (indent_str, loc.x * global_scale, loc.y * global_scale, loc.z * global_scale))
+ file.write("%s\t}\n" % indent_str)
+
+ file.write("%s}\n" % indent_str)
+
+ if len(children[None]) == 1:
+ key = children[None][0]
+ serialized_names.append(key)
+ indent = 0
+
+ write_recursive_nodes(key, indent)
+
+ else:
+ # Write a dummy parent node
+ file.write("ROOT %s\n" % key)
+ file.write("{\n")
+ file.write("\tOFFSET 0.0 0.0 0.0\n")
+ file.write("\tCHANNELS 0\n") # Xposition Yposition Zposition Xrotation Yrotation Zrotation
+ key = None
+ indent = 1
+
+ write_recursive_nodes(key, indent)
+
+ file.write("}\n")
+
+ # redefine bones as sorted by serialized_names
+ # so we can write motion
+
+ class decorated_bone(object):
+ __slots__ = (\
+ "name", # bone name, used as key in many places
+ "parent", # decorated bone parent, set in a later loop
+ "rest_bone", # blender armature bone
+ "pose_bone", # blender pose bone
+ "pose_mat", # blender pose matrix
+ "rest_arm_mat", # blender rest matrix (armature space)
+ "rest_local_mat", # blender rest batrix (local space)
+ "pose_imat", # pose_mat inverted
+ "rest_arm_imat", # rest_arm_mat inverted
+ "rest_local_imat", # rest_local_mat inverted
+ "prev_euler", # last used euler to preserve euler compability in between keyframes
+ "connected", # is the bone connected to the parent bone?
+ )
+
+ def __init__(self, bone_name):
+ self.name = bone_name
+ self.rest_bone = arm.bones[bone_name]
+ self.pose_bone = obj.pose.bones[bone_name]
+
+ self.pose_mat = self.pose_bone.matrix
+
+ mat = self.rest_bone.matrix
+ self.rest_arm_mat = self.rest_bone.matrix_local
+ self.rest_local_mat = self.rest_bone.matrix
+
+ # inverted mats
+ self.pose_imat = self.pose_mat.inverted()
+ self.rest_arm_imat = self.rest_arm_mat.inverted()
+ self.rest_local_imat = self.rest_local_mat.inverted()
+
+ self.parent = None
+ self.prev_euler = Euler((0.0, 0.0, 0.0))
+ self.connected = (self.rest_bone.use_connect and self.rest_bone.parent)
+
+ def update_posedata(self):
+ self.pose_mat = self.pose_bone.matrix
+ self.pose_imat = self.pose_mat.inverted()
+
+ def __repr__(self):
+ if self.parent:
+ return "[\"%s\" child on \"%s\"]\n" % (self.name, self.parent.name)
+ else:
+ return "[\"%s\" root bone]\n" % (self.name)
+
+ bones_decorated = [decorated_bone(bone_name) for bone_name in serialized_names]
+
+ # Assign parents
+ bones_decorated_dict = {}
+ for dbone in bones_decorated:
+ bones_decorated_dict[dbone.name] = dbone
+
+ for dbone in bones_decorated:
+ parent = dbone.rest_bone.parent
+ if parent:
+ dbone.parent = bones_decorated_dict[parent.name]
+ del bones_decorated_dict
+ # finish assigning parents
+
+ scene = bpy.context.scene
+
+ file.write("MOTION\n")
+ file.write("Frames: %d\n" % (frame_end - frame_start + 1))
+ file.write("Frame Time: %.6f\n" % (1.0 / (scene.render.fps / scene.render.fps_base)))
+
+ for frame in range(frame_start, frame_end + 1):
+ scene.frame_set(frame)
+
+ for dbone in bones_decorated:
+ dbone.update_posedata()
+
+ for dbone in bones_decorated:
+ trans = Matrix.Translation(dbone.rest_bone.head_local)
+ itrans = Matrix.Translation(-dbone.rest_bone.head_local)
+
+ if dbone.parent:
+ mat_final = dbone.parent.rest_arm_mat * dbone.parent.pose_imat * dbone.pose_mat * dbone.rest_arm_imat
+ mat_final = itrans * mat_final * trans
+ loc = mat_final.to_translation() + (dbone.rest_bone.head_local - dbone.parent.rest_bone.head_local)
+ else:
+ mat_final = dbone.pose_mat * dbone.rest_arm_imat
+ mat_final = itrans * mat_final * trans
+ loc = mat_final.to_translation() + dbone.rest_bone.head
+
+ # keep eulers compatible, no jumping on interpolation.
+ rot = mat_final.to_3x3().inverted().to_euler('XYZ', dbone.prev_euler)
+
+ if not dbone.connected:
+ file.write("%.6f %.6f %.6f " % (loc * global_scale)[:])
+
+ file.write("%.6f %.6f %.6f " % (-degrees(rot[0]), -degrees(rot[1]), -degrees(rot[2])))
+
+ dbone.prev_euler = rot
+
+ file.write("\n")
+
+ file.close()
+
+ print("BVH Exported: %s frames:%d\n" % (filepath, frame_end - frame_start + 1))
+
+
+def save(operator, context, filepath="",
+ frame_start=-1,
+ frame_end=-1,
+ global_scale=1.0,
+ ):
+
+ write_armature(context, filepath,
+ frame_start=frame_start,
+ frame_end=frame_end,
+ global_scale=global_scale,
+ )
+
+ return {'FINISHED'}
+
+
+if __name__ == "__main__":
+ scene = bpy.context.scene
+ _read(bpy.data.filepath.rstrip(".blend") + ".bvh", bpy.context.object, scene.frame_start, scene.frame_end, 1.0)