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# ##### 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 3
# 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 #####
# <pep8-80 compliant>
# This script was developed with financial support from the Foundation for
# Science and Technology of Portugal, under the grant SFRH/BD/66452/2009.
bl_info = {
"name": "C3D Graphics Lab Motion Capture file (.c3d)",
"author": "Daniel Monteiro Basso <daniel@basso.inf.br>",
"version": (2015, 5, 5, 1),
"blender": (2, 74, 1),
"location": "File > Import",
"description": "Imports C3D Graphics Lab Motion Capture files",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Import-Export/C3D_Importer",
"category": 'Import-Export',
}
import bpy
from bpy.props import (
StringProperty,
BoolProperty,
FloatProperty,
IntProperty,
)
import os
import math
from mathutils import Vector
from . import import_c3d
class C3DAnimateCloud(bpy.types.Operator):
"""
Animate the Marker Cloud
"""
bl_idname = "import_anim.c3danim"
bl_label = "Animate C3D"
is_armature = False
markerset = None
uname = None
curframe = 0
fskip = 0
scale = 0
timer = None
Y_up = False
def update_empty(self, fno, ml, m):
name = self.unames[self.prefix + ml]
o = bpy.context.scene.objects[name]
p = Vector(m.position) * self.scale
o.location = Vector((p[0], -p[2], p[1])) if self.Y_up else p
o.keyframe_insert('location', frame=fno)
def update_bone(self, fno, ml, m, bones):
name = self.prefix + ml
if name not in bones:
return
b = bones[name]
p = Vector(m.position) * self.scale
b.matrix.translation = Vector((p[0], -p[2], p[1])) if self.Y_up else p
b.keyframe_insert('location', -1, fno, name)
def update_frame(self):
fno = self.curframe
if not self.use_frame_no:
fno = (self.curframe - self.markerset.startFrame) / self.fskip
for i in range(self.fskip):
self.markerset.readNextFrameData()
if self.is_armature:
bones = bpy.context.active_object.pose.bones
for ml in self.markerset.markerLabels:
m = self.markerset.getMarker(ml, self.curframe)
if m.confidence < self.confidence:
continue
if self.is_armature:
self.update_bone(fno, ml, m, bones)
else:
self.update_empty(fno, ml, m)
def modal(self, context, event):
if event.type == 'ESC':
return self.cancel(context)
if event.type == 'TIMER':
if self.curframe > self.markerset.endFrame:
return self.cancel(context)
self.update_frame()
self.curframe += self.fskip
return {'PASS_THROUGH'}
def execute(self, context):
self.timer = context.window_manager.\
event_timer_add(0.001, context.window)
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
def cancel(self, context):
bpy.context.scene.frame_set(bpy.context.scene.frame_current)
context.window_manager.event_timer_remove(self.timer)
return {'FINISHED'}
class C3DImporter(bpy.types.Operator):
"""
Load a C3D Marker Cloud
"""
bl_idname = "import_anim.c3d"
bl_label = "Import C3D"
filepath = StringProperty(
subtype='FILE_PATH',
)
Y_up = BoolProperty(
name="Up vector is Y axis",
default=False,
description="Check when the data uses Y-up, uncheck when it uses Z-up",
)
from_inches = BoolProperty(
name="Convert from inches to meters",
default=False,
description="Scale by 2.54/100",
)
scale = FloatProperty(
name="Scale",
default=1.0,
description="Scale the positions by this value",
min=0.0000001, max=1000000.0,
soft_min=0.001, soft_max=100.0,
)
auto_scale = BoolProperty(
name="Adjust scale automatically",
default=False,
description="Guess correct scale factor",
)
auto_magnitude = BoolProperty(
name="Adjust scale magnitude",
default=True,
description="Automatically adjust scale magnitude",
)
create_armature = BoolProperty(
name="Create an armature",
default=True,
description="Import the markers as bones instead of empties",
)
size = FloatProperty(
name="Empty or bone size",
default=.03,
description="The size of each empty or bone",
min=0.0001, max=1000000.0,
soft_min=0.001, soft_max=100.0,
)
x_ray = BoolProperty(
name="Use X-Ray",
default=True,
description="Show the empties or armature over other objects",
)
frame_skip = IntProperty(
name="Fps divisor",
default=1,
description="Frame supersampling factor",
min=1,
)
use_frame_no = BoolProperty(
name="Use frame numbers",
default=False,
description="Offset start of animation according to the source",
)
show_names = BoolProperty(
name="Show Names", default=False,
description="Show the markers' name",
)
prefix = StringProperty(
name="Name Prefix", maxlen=32,
description="Prefix object names with this",
)
use_existing = BoolProperty(
name="Use existing empties or armature",
default=False,
description="Use previously created homonymous empties or bones",
)
confidence = FloatProperty(
name="Minimum Confidence Level", default=0,
description="Only consider markers with at least "
"this confidence level",
min=-1., max=1000000.0,
soft_min=-1., soft_max=100.0,
)
filter_glob = StringProperty(default="*.c3d;*.csv", options={'HIDDEN'})
def find_height(self, ms):
"""
Heuristic to find the height of the subject in the markerset
(only works for standing poses and you must have correct data
on the first frame)
"""
zmin, zmax = None, None
hidx = 1 if self.properties.Y_up else 2
for ml in ms.markerLabels:
# check if LTOE is a substring of this marker label
if 'LTOE' in ml:
# substitute the substring to get the head marker
hd = ml.replace('LTOE', 'LFHD')
if hd not in ms.markerLabels:
break
pmin_idx = ms.markerLabels.index(ml)
pmax_idx = ms.markerLabels.index(hd)
zmin = ms.frames[0][pmin_idx].position[hidx]
zmax = ms.frames[0][pmax_idx].position[hidx]
break
if zmin is None: # could not find named markers, get extremes
allz = [m.position[hidx] for m in ms.frames[0]]
zmin, zmax = min(allz), max(allz)
return abs(zmax - zmin) or 1
def adjust_scale_magnitude(self, height, scale):
mag = math.log10(height * scale)
return scale * math.pow(10, -int(mag))
def adjust_scale(self, height, scale):
"""
Try to find the correct scale for some common configurations
found in CMU's c3d files.
"""
factor = height * scale / 1.75 # normalize
if factor < 0.5:
scale /= 10.0
factor *= 10.0
cmu_factors = [(1.0, 1.0), (1.1, 1.45), (1.6, 1.6), (2.54, 2.54)]
sqerr, fix = min(
((cf[0] - factor) ** 2.0, 1.0 / cf[1])
for cf in cmu_factors
)
return scale * fix
def create_empties(self, ms):
"""
Create the empties and get their collision-free names
"""
unames = {}
use_existing = self.properties.use_existing
s = self.properties.size
empty_size = (s, s, s)
for ml in ms.markerLabels:
name = self.properties.prefix + ml
if use_existing and name in bpy.context.scene.objects:
o = bpy.context.scene.objects[name]
else:
bpy.ops.object.add()
o = bpy.context.active_object
o.name = name
unames[name] = o.name
bpy.ops.transform.resize(value=empty_size)
o.show_name = self.properties.show_names
o.show_x_ray = self.properties.x_ray
for name in unames.values():
bpy.context.scene.objects[name].select = True
return unames
def create_armature_obj(self, ms, scale):
"""
Create or use existing armature, return a bone dict,
leave the armature in POSE mode
"""
head_dir = Vector((0, 0, self.properties.size))
ao = bpy.context.active_object
# when using an existing armature we restrict importing
# the markers only for existing bones
if not self.properties.use_existing or not ao or ao.type != 'ARMATURE':
bpy.ops.object.add(type='ARMATURE', enter_editmode=True)
arm = bpy.context.active_object
arm.name = os.path.basename(self.properties.filepath)
arm.data.show_names = self.properties.show_names
arm.show_x_ray = self.properties.x_ray
for idx, ml in enumerate(ms.markerLabels):
name = self.properties.prefix + ml
bpy.ops.armature.select_all(action='DESELECT')
bpy.ops.armature.bone_primitive_add(name=name)
pos = Vector(ms.frames[0][idx].position) * scale
if self.properties.Y_up:
pos = Vector((pos[0], -pos[2], pos[1]))
b = arm.data.edit_bones[name]
b.head = pos + head_dir
b.tail = pos
bpy.ops.object.mode_set(mode='POSE')
bpy.ops.pose.select_all(action='SELECT')
def execute(self, context):
ms = import_c3d.read(self.properties.filepath, onlyHeader=True)
ms.readNextFrameData()
# determine the final scale
height = self.find_height(ms)
scale = 1.0 if not self.properties.from_inches else 0.0254
scale *= ms.scale
if self.properties.auto_magnitude:
scale = self.adjust_scale_magnitude(height, scale)
if self.properties.auto_scale:
scale = self.adjust_scale(height, scale)
scale *= self.properties.scale
if bpy.context.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
if self.properties.create_armature:
self.create_armature_obj(ms, scale)
else:
unames = self.create_empties(ms)
# start animating the empties
C3DAnimateCloud.markerset = ms
C3DAnimateCloud.is_armature = self.properties.create_armature
if not C3DAnimateCloud.is_armature:
C3DAnimateCloud.unames = unames
C3DAnimateCloud.scale = scale
C3DAnimateCloud.Y_up = self.properties.Y_up
C3DAnimateCloud.fskip = self.properties.frame_skip
C3DAnimateCloud.prefix = self.properties.prefix
C3DAnimateCloud.use_frame_no = self.properties.use_frame_no
C3DAnimateCloud.confidence = self.properties.confidence
C3DAnimateCloud.curframe = ms.startFrame
bpy.ops.import_anim.c3danim()
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(C3DImporter.bl_idname,
text="Graphics Lab Motion Capture (.c3d)")
def register():
bpy.utils.register_module(__name__)
bpy.types.TOPBAR_MT_file_import.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.TOPBAR_MT_file_import.remove(menu_func)
if __name__ == "__main__":
register()
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