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# Copyright 2018 The glTF-Blender-IO authors.
#
# Licensed under the Apache License, Version 2.0 (the "License");
# you may not use this file except in compliance with the License.
# You may obtain a copy of the License at
#
# http://www.apache.org/licenses/LICENSE-2.0
#
# Unless required by applicable law or agreed to in writing, software
# distributed under the License is distributed on an "AS IS" BASIS,
# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
# See the License for the specific language governing permissions and
# limitations under the License.
from .gltf2_blender_animation_node import BlenderNodeAnim
from .gltf2_blender_animation_weight import BlenderWeightAnim
from .gltf2_blender_animation_utils import simulate_stash, restore_animation_on_object
from .gltf2_blender_vnode import VNode
class BlenderAnimation():
"""Dispatch Animation to node or morph weights animation."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def anim(gltf, anim_idx):
"""Create actions/tracks for one animation."""
# Caches the action for each object (keyed by object name)
gltf.action_cache = {}
# Things we need to stash when we're done.
gltf.needs_stash = []
for vnode_id in gltf.vnodes:
if isinstance(vnode_id, int):
BlenderNodeAnim.anim(gltf, anim_idx, vnode_id)
BlenderWeightAnim.anim(gltf, anim_idx, vnode_id)
# Push all actions onto NLA tracks with this animation's name
track_name = gltf.data.animations[anim_idx].track_name
for (obj, action) in gltf.needs_stash:
simulate_stash(obj, track_name, action)
@staticmethod
def restore_animation(gltf, animation_name):
"""Restores the actions for an animation by its track name."""
for vnode_id in gltf.vnodes:
vnode = gltf.vnodes[vnode_id]
if vnode.type == VNode.Bone:
obj = gltf.vnodes[vnode.bone_arma].blender_object
elif vnode.type == VNode.Object:
obj = vnode.blender_object
else:
continue
restore_animation_on_object(obj, animation_name)
if obj.data and hasattr(obj.data, 'shape_keys'):
restore_animation_on_object(obj.data.shape_keys, animation_name)
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