# ##### 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 import math from math import radians import bpy import mathutils from mathutils import Vector, Euler, Matrix class bvh_node_class(object): __slots__ = ( 'name', # bvh joint name 'parent', # bvh_node_class type or None for no parent 'children', # a list of children of this type. 'rest_head_world', # worldspace rest location for the head of this node 'rest_head_local', # localspace rest location for the head of this node 'rest_tail_world', # worldspace rest location for the tail of this node 'rest_tail_local', # worldspace rest location for the tail of this node 'channels', # list of 6 ints, -1 for an unused channel, otherwise an index for the BVH motion data lines, lock triple then rot triple 'rot_order', # a triple of indices as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation. 'rot_order_str', # same as above but a string 'XYZ' format. 'anim_data', # a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz), euler rotation ALWAYS stored xyz order, even when native used. 'has_loc', # Conveinience function, bool, same as (channels[0]!=-1 or channels[1]!=-1 channels[2]!=-1) 'has_rot', # Conveinience function, bool, same as (channels[3]!=-1 or channels[4]!=-1 channels[5]!=-1) 'temp') # use this for whatever you want _eul_order_lookup = {\ (0, 1, 2): 'XYZ', (0, 2, 1): 'XZY', (1, 0, 2): 'YXZ', (1, 2, 0): 'YZX', (2, 0, 1): 'ZXY', (2, 1, 0): 'ZYX'} def __init__(self, name, rest_head_world, rest_head_local, parent, channels, rot_order): self.name = name self.rest_head_world = rest_head_world self.rest_head_local = rest_head_local self.rest_tail_world = None self.rest_tail_local = None self.parent = parent self.channels = channels self.rot_order = tuple(rot_order) self.rot_order_str = __class__._eul_order_lookup[self.rot_order] # convenience functions self.has_loc = channels[0] != -1 or channels[1] != -1 or channels[2] != -1 self.has_rot = channels[3] != -1 or channels[4] != -1 or channels[5] != -1 self.children = [] # list of 6 length tuples: (lx,ly,lz, rx,ry,rz) # even if the channels arnt used they will just be zero # self.anim_data = [(0, 0, 0, 0, 0, 0)] def __repr__(self): return 'BVH name:"%s", rest_loc:(%.3f,%.3f,%.3f), rest_tail:(%.3f,%.3f,%.3f)' %\ (self.name,\ self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z,\ self.rest_head_world.x, self.rest_head_world.y, self.rest_head_world.z) def read_bvh(context, file_path, rotate_mode='XYZ', global_scale=1.0): # File loading stuff # Open the file for importing file = open(file_path, 'rU') # Seperate into a list of lists, each line a list of words. file_lines = file.readlines() # Non standard carrage returns? if len(file_lines) == 1: file_lines = file_lines[0].split('\r') # Split by whitespace. file_lines = [ll for ll in [l.split() for l in file_lines] if ll] # Create Hirachy as empties if file_lines[0][0].lower() == 'hierarchy': #print 'Importing the BVH Hierarchy for:', file_path pass else: raise 'ERROR: This is not a BVH file' bvh_nodes = {None: None} bvh_nodes_serial = [None] channelIndex = -1 lineIdx = 0 # An index for the file. while lineIdx < len(file_lines) - 1: #... if file_lines[lineIdx][0].lower() == 'root' or file_lines[lineIdx][0].lower() == 'joint': # Join spaces into 1 word with underscores joining it. if len(file_lines[lineIdx]) > 2: file_lines[lineIdx][1] = '_'.join(file_lines[lineIdx][1:]) file_lines[lineIdx] = file_lines[lineIdx][:2] # MAY NEED TO SUPPORT MULTIPLE ROOT's HERE!!!, Still unsure weather multiple roots are possible.?? # Make sure the names are unique- Object names will match joint names exactly and both will be unique. name = file_lines[lineIdx][1] #print '%snode: %s, parent: %s' % (len(bvh_nodes_serial) * ' ', name, bvh_nodes_serial[-1]) lineIdx += 2 # Increment to the next line (Offset) rest_head_local = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * global_scale lineIdx += 1 # Increment to the next line (Channels) # newChannel[Xposition, Yposition, Zposition, Xrotation, Yrotation, Zrotation] # newChannel references indecies to the motiondata, # if not assigned then -1 refers to the last value that will be added on loading at a value of zero, this is appended # We'll add a zero value onto the end of the MotionDATA so this is always refers to a value. my_channel = [-1, -1, -1, -1, -1, -1] my_rot_order = [None, None, None] rot_count = 0 for channel in file_lines[lineIdx][2:]: channel = channel.lower() channelIndex += 1 # So the index points to the right channel if channel == 'xposition': my_channel[0] = channelIndex elif channel == 'yposition': my_channel[1] = channelIndex elif channel == 'zposition': my_channel[2] = channelIndex elif channel == 'xrotation': my_channel[3] = channelIndex my_rot_order[rot_count] = 0 rot_count += 1 elif channel == 'yrotation': my_channel[4] = channelIndex my_rot_order[rot_count] = 1 rot_count += 1 elif channel == 'zrotation': my_channel[5] = channelIndex my_rot_order[rot_count] = 2 rot_count += 1 channels = file_lines[lineIdx][2:] my_parent = bvh_nodes_serial[-1] # account for none # Apply the parents offset accumulatively if my_parent is None: rest_head_world = Vector(rest_head_local) else: rest_head_world = my_parent.rest_head_world + rest_head_local bvh_node = bvh_nodes[name] = bvh_node_class(name, rest_head_world, rest_head_local, my_parent, my_channel, my_rot_order) # If we have another child then we can call ourselves a parent, else bvh_nodes_serial.append(bvh_node) # Account for an end node if file_lines[lineIdx][0].lower() == 'end' and file_lines[lineIdx][1].lower() == 'site': # There is sometimes a name after 'End Site' but we will ignore it. lineIdx += 2 # Increment to the next line (Offset) rest_tail = Vector((float(file_lines[lineIdx][1]), float(file_lines[lineIdx][2]), float(file_lines[lineIdx][3]))) * global_scale bvh_nodes_serial[-1].rest_tail_world = bvh_nodes_serial[-1].rest_head_world + rest_tail bvh_nodes_serial[-1].rest_tail_local = bvh_nodes_serial[-1].rest_head_local + rest_tail # Just so we can remove the Parents in a uniform way- End has kids # so this is a placeholder bvh_nodes_serial.append(None) if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0] == '}': # == ['}'] bvh_nodes_serial.pop() # Remove the last item if len(file_lines[lineIdx]) == 1 and file_lines[lineIdx][0].lower() == 'motion': #print '\nImporting motion data' lineIdx += 3 # Set the cursor to the first frame break lineIdx += 1 # Remove the None value used for easy parent reference del bvh_nodes[None] # Dont use anymore del bvh_nodes_serial bvh_nodes_list = bvh_nodes.values() while lineIdx < len(file_lines): line = file_lines[lineIdx] for bvh_node in bvh_nodes_list: #for bvh_node in bvh_nodes_serial: lx = ly = lz = rx = ry = rz = 0.0 channels = bvh_node.channels anim_data = bvh_node.anim_data if channels[0] != -1: lx = global_scale * float(line[channels[0]]) if channels[1] != -1: ly = global_scale * float(line[channels[1]]) if channels[2] != -1: lz = global_scale * float(line[channels[2]]) if channels[3] != -1 or channels[4] != -1 or channels[5] != -1: rx = radians(float(line[channels[3]])) ry = radians(float(line[channels[4]])) rz = radians(float(line[channels[5]])) # Done importing motion data # anim_data.append((lx, ly, lz, rx, ry, rz)) lineIdx += 1 # Assign children for bvh_node in bvh_nodes.values(): bvh_node_parent = bvh_node.parent if bvh_node_parent: bvh_node_parent.children.append(bvh_node) # Now set the tip of each bvh_node for bvh_node in bvh_nodes.values(): if not bvh_node.rest_tail_world: if len(bvh_node.children) == 0: # could just fail here, but rare BVH files have childless nodes bvh_node.rest_tail_world = Vector(bvh_node.rest_head_world) bvh_node.rest_tail_local = Vector(bvh_node.rest_head_local) elif len(bvh_node.children) == 1: bvh_node.rest_tail_world = Vector(bvh_node.children[0].rest_head_world) bvh_node.rest_tail_local = bvh_node.rest_head_local + bvh_node.children[0].rest_head_local else: # allow this, see above #if not bvh_node.children: # raise 'error, bvh node has no end and no children. bad file' # Removed temp for now rest_tail_world = Vector((0.0, 0.0, 0.0)) rest_tail_local = Vector((0.0, 0.0, 0.0)) for bvh_node_child in bvh_node.children: rest_tail_world += bvh_node_child.rest_head_world rest_tail_local += bvh_node_child.rest_head_local bvh_node.rest_tail_world = rest_tail_world * (1.0 / len(bvh_node.children)) bvh_node.rest_tail_local = rest_tail_local * (1.0 / len(bvh_node.children)) # Make sure tail isnt the same location as the head. if (bvh_node.rest_tail_local - bvh_node.rest_head_local).length <= 0.001 * global_scale: print("\tzero length node found:", bvh_node.name) bvh_node.rest_tail_local.y = bvh_node.rest_tail_local.y + global_scale / 10 bvh_node.rest_tail_world.y = bvh_node.rest_tail_world.y + global_scale / 10 return bvh_nodes def bvh_node_dict2objects(context, bvh_name, bvh_nodes, rotate_mode='NATIVE', frame_start=1, IMPORT_LOOP=False): if frame_start < 1: frame_start = 1 scene = context.scene for obj in scene.objects: obj.select = False objects = [] def add_ob(name): obj = bpy.data.objects.new(name, None) scene.objects.link(obj) objects.append(obj) obj.select = True # nicer drawing. obj.empty_draw_type = 'CUBE' obj.empty_draw_size = 0.1 return obj # Add objects for name, bvh_node in bvh_nodes.items(): bvh_node.temp = add_ob(name) bvh_node.temp.rotation_mode = bvh_node.rot_order_str[::-1] # Parent the objects for bvh_node in bvh_nodes.values(): for bvh_node_child in bvh_node.children: bvh_node_child.temp.parent = bvh_node.temp # Offset for bvh_node in bvh_nodes.values(): # Make relative to parents offset bvh_node.temp.location = bvh_node.rest_head_local # Add tail objects for name, bvh_node in bvh_nodes.items(): if not bvh_node.children: ob_end = add_ob(name + '_end') ob_end.parent = bvh_node.temp ob_end.location = bvh_node.rest_tail_world - bvh_node.rest_head_world for name, bvh_node in bvh_nodes.items(): obj = bvh_node.temp for frame_current in range(len(bvh_node.anim_data)): lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current] if bvh_node.has_loc: obj.delta_location = Vector((lx, ly, lz)) - bvh_node.rest_head_world obj.keyframe_insert("delta_location", index=-1, frame=frame_start + frame_current) if bvh_node.has_rot: obj.delta_rotation_euler = rx, ry, rz obj.keyframe_insert("delta_rotation_euler", index=-1, frame=frame_start + frame_current) return objects def bvh_node_dict2armature(context, bvh_name, bvh_nodes, rotate_mode='XYZ', frame_start=1, IMPORT_LOOP=False): if frame_start < 1: frame_start = 1 # Add the new armature, scene = context.scene for obj in scene.objects: obj.select = False arm_data = bpy.data.armatures.new(bvh_name) arm_ob = bpy.data.objects.new(bvh_name, arm_data) scene.objects.link(arm_ob) arm_ob.select = True scene.objects.active = arm_ob bpy.ops.object.mode_set(mode='OBJECT', toggle=False) bpy.ops.object.mode_set(mode='EDIT', toggle=False) # Get the average bone length for zero length bones, we may not use this. average_bone_length = 0.0 nonzero_count = 0 for bvh_node in bvh_nodes.values(): l = (bvh_node.rest_head_local - bvh_node.rest_tail_local).length if l: average_bone_length += l nonzero_count += 1 # Very rare cases all bones couldbe zero length??? if not average_bone_length: average_bone_length = 0.1 else: # Normal operation average_bone_length = average_bone_length / nonzero_count # XXX, annoying, remove bone. while arm_data.edit_bones: arm_ob.edit_bones.remove(arm_data.edit_bones[-1]) ZERO_AREA_BONES = [] for name, bvh_node in bvh_nodes.items(): # New editbone bone = bvh_node.temp = arm_data.edit_bones.new(name) bone.head = bvh_node.rest_head_world bone.tail = bvh_node.rest_tail_world # ZERO AREA BONES. if (bone.head - bone.tail).length < 0.001: print("\tzero length bone found:", bone.name) if bvh_node.parent: ofs = bvh_node.parent.rest_head_local - bvh_node.parent.rest_tail_local if ofs.length: # is our parent zero length also?? unlikely bone.tail = bone.tail - ofs else: bone.tail.y = bone.tail.y + average_bone_length else: bone.tail.y = bone.tail.y + average_bone_length ZERO_AREA_BONES.append(bone.name) for bvh_node in bvh_nodes.values(): if bvh_node.parent: # bvh_node.temp is the Editbone # Set the bone parent bvh_node.temp.parent = bvh_node.parent.temp # Set the connection state if not bvh_node.has_loc and\ bvh_node.parent and\ bvh_node.parent.temp.name not in ZERO_AREA_BONES and\ bvh_node.parent.rest_tail_local == bvh_node.rest_head_local: bvh_node.temp.use_connect = True # Replace the editbone with the editbone name, # to avoid memory errors accessing the editbone outside editmode for bvh_node in bvh_nodes.values(): bvh_node.temp = bvh_node.temp.name # Now Apply the animation to the armature # Get armature animation data bpy.ops.object.mode_set(mode='OBJECT', toggle=False) pose = arm_ob.pose pose_bones = pose.bones if rotate_mode == 'NATIVE': for bvh_node in bvh_nodes.values(): bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened. pose_bone = pose_bones[bone_name] pose_bone.rotation_mode = bvh_node.rot_order_str elif rotate_mode != 'QUATERNION': for pose_bone in pose_bones: pose_bone.rotation_mode = rotate_mode else: # Quats default pass context.scene.update() arm_ob.animation_data_create() action = bpy.data.actions.new(name=bvh_name) arm_ob.animation_data.action = action # Replace the bvh_node.temp (currently an editbone) # With a tuple (pose_bone, armature_bone, bone_rest_matrix, bone_rest_matrix_inv) for bvh_node in bvh_nodes.values(): bone_name = bvh_node.temp # may not be the same name as the bvh_node, could have been shortened. pose_bone = pose_bones[bone_name] rest_bone = arm_data.bones[bone_name] bone_rest_matrix = rest_bone.matrix_local.to_3x3() bone_rest_matrix_inv = Matrix(bone_rest_matrix) bone_rest_matrix_inv.invert() bone_rest_matrix_inv.resize_4x4() bone_rest_matrix.resize_4x4() bvh_node.temp = (pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv) # Make a dict for fast access without rebuilding a list all the time. # KEYFRAME METHOD, SLOW, USE IPOS DIRECT # TODO: use f-point samples instead (Aligorith) if rotate_mode != 'QUATERNION': prev_euler = [Euler() for i in range(len(bvh_nodes))] # Animate the data, the last used bvh_node will do since they all have the same number of frames for frame_current in range(len(bvh_node.anim_data) - 1): # skip the first frame (rest frame) # print frame_current # if frame_current==40: # debugging # break scene.frame_set(frame_start + frame_current) # Dont neet to set the current frame for i, bvh_node in enumerate(bvh_nodes.values()): pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv = bvh_node.temp lx, ly, lz, rx, ry, rz = bvh_node.anim_data[frame_current + 1] if bvh_node.has_rot: # apply rotation order and convert to XYZ # note that the rot_order_str is reversed. bone_rotation_matrix = Euler((rx, ry, rz), bvh_node.rot_order_str[::-1]).to_matrix().to_4x4() bone_rotation_matrix = bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix if rotate_mode == 'QUATERNION': pose_bone.rotation_quaternion = bone_rotation_matrix.to_quaternion() else: euler = bone_rotation_matrix.to_euler(bvh_node.rot_order_str, prev_euler[i]) pose_bone.rotation_euler = euler prev_euler[i] = euler if bvh_node.has_loc: pose_bone.location = (bone_rest_matrix_inv * Matrix.Translation(Vector((lx, ly, lz)) - bvh_node.rest_head_local)).to_translation() if bvh_node.has_loc: pose_bone.keyframe_insert("location") if bvh_node.has_rot: if rotate_mode == 'QUATERNION': pose_bone.keyframe_insert("rotation_quaternion") else: pose_bone.keyframe_insert("rotation_euler") for cu in action.fcurves: if IMPORT_LOOP: pass # 2.5 doenst have cyclic now? for bez in cu.keyframe_points: bez.interpolation = 'LINEAR' return arm_ob def load(operator, context, filepath="", target='ARMATURE', rotate_mode='NATIVE', global_scale=1.0, use_cyclic=False, frame_start=1): import time t1 = time.time() print('\tparsing bvh %r...' % filepath, end="") bvh_nodes = read_bvh(context, filepath, rotate_mode=rotate_mode, global_scale=global_scale) print('%.4f' % (time.time() - t1)) frame_orig = context.scene.frame_current t1 = time.time() print('\timporting to blender...', end="") bvh_name = bpy.path.display_name_from_filepath(filepath) if target == 'ARMATURE': bvh_node_dict2armature(context, bvh_name, bvh_nodes, rotate_mode=rotate_mode, frame_start=frame_start, IMPORT_LOOP=use_cyclic) elif target == 'OBJECT': bvh_node_dict2objects(context, bvh_name, bvh_nodes, rotate_mode=rotate_mode, frame_start=frame_start, IMPORT_LOOP=use_cyclic) else: raise Exception("invalid type") print('Done in %.4f\n' % (time.time() - t1)) context.scene.frame_set(frame_orig) return {'FINISHED'}