# ##### 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 ##### # # 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)