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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.
import bpy
from mathutils import Vector, Matrix
from ..com.gltf2_blender_conversion import matrix_gltf_to_blender, scale_to_matrix
from ...io.imp.gltf2_io_binary import BinaryData
class BlenderSkin():
"""Blender Skinning / Armature."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
def create_armature(gltf, skin_id, parent):
"""Armature creation."""
pyskin = gltf.data.skins[skin_id]
if pyskin.name is not None:
name = pyskin.name
else:
name = "Armature_" + str(skin_id)
armature = bpy.data.armatures.new(name)
obj = bpy.data.objects.new(name, armature)
bpy.data.scenes[gltf.blender_scene].collection.objects.link(obj)
pyskin.blender_armature_name = obj.name
if parent is not None:
obj.parent = bpy.data.objects[gltf.data.nodes[parent].blender_object]
@staticmethod
def set_bone_transforms(gltf, skin_id, bone, node_id, parent):
"""Set bone transformations."""
pyskin = gltf.data.skins[skin_id]
pynode = gltf.data.nodes[node_id]
obj = bpy.data.objects[pyskin.blender_armature_name]
# Set bone bind_pose by inverting bindpose matrix
if node_id in pyskin.joints:
index_in_skel = pyskin.joints.index(node_id)
if pyskin.inverse_bind_matrices is not None:
inverse_bind_matrices = BinaryData.get_data_from_accessor(gltf, pyskin.inverse_bind_matrices)
# Needed to keep scale in matrix, as bone.matrix seems to drop it
if index_in_skel < len(inverse_bind_matrices):
pynode.blender_bone_matrix = matrix_gltf_to_blender(
inverse_bind_matrices[index_in_skel]
).inverted()
bone.matrix = pynode.blender_bone_matrix
else:
gltf.log.error("Error with inverseBindMatrix for skin " + pyskin)
else:
pynode.blender_bone_matrix = Matrix() # 4x4 identity matrix
else:
print('No invBindMatrix for bone ' + str(node_id))
pynode.blender_bone_matrix = Matrix()
# Parent the bone
if parent is not None and hasattr(gltf.data.nodes[parent], "blender_bone_name"):
bone.parent = obj.data.edit_bones[gltf.data.nodes[parent].blender_bone_name] # TODO if in another scene
# Switch to Pose mode
bpy.ops.object.mode_set(mode="POSE")
obj.data.pose_position = 'POSE'
# Set posebone location/rotation/scale (in armature space)
# location is actual bone location minus it's original (bind) location
bind_location = Matrix.Translation(pynode.blender_bone_matrix.to_translation())
bind_rotation = pynode.blender_bone_matrix.to_quaternion()
bind_scale = scale_to_matrix(pynode.blender_bone_matrix.to_scale())
location, rotation, scale = matrix_gltf_to_blender(pynode.transform).decompose()
if parent is not None and hasattr(gltf.data.nodes[parent], "blender_bone_matrix"):
parent_mat = gltf.data.nodes[parent].blender_bone_matrix
# Get armature space location (bindpose + pose)
# Then, remove original bind location from armspace location, and bind rotation
final_location = (bind_location.inverted() @ parent_mat @ Matrix.Translation(location)).to_translation()
obj.pose.bones[pynode.blender_bone_name].location = \
bind_rotation.inverted().to_matrix().to_4x4() @ final_location
# Do the same for rotation
obj.pose.bones[pynode.blender_bone_name].rotation_quaternion = \
(bind_rotation.to_matrix().to_4x4().inverted() @ parent_mat @
rotation.to_matrix().to_4x4()).to_quaternion()
obj.pose.bones[pynode.blender_bone_name].scale = \
(bind_scale.inverted() @ parent_mat @ scale_to_matrix(scale)).to_scale()
else:
obj.pose.bones[pynode.blender_bone_name].location = bind_location.inverted() @ location
obj.pose.bones[pynode.blender_bone_name].rotation_quaternion = bind_rotation.inverted() @ rotation
obj.pose.bones[pynode.blender_bone_name].scale = bind_scale.inverted() @ scale
@staticmethod
def create_bone(gltf, skin_id, node_id, parent):
"""Bone creation."""
pyskin = gltf.data.skins[skin_id]
pynode = gltf.data.nodes[node_id]
scene = bpy.data.scenes[gltf.blender_scene]
obj = bpy.data.objects[pyskin.blender_armature_name]
bpy.context.window.scene = scene
bpy.context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode="EDIT")
if pynode.name:
name = pynode.name
else:
name = "Bone_" + str(node_id)
bone = obj.data.edit_bones.new(name)
pynode.blender_bone_name = bone.name
pynode.blender_armature_name = pyskin.blender_armature_name
bone.tail = Vector((0.0, 1.0, 0.0)) # Needed to keep bone alive
# set bind and pose transforms
BlenderSkin.set_bone_transforms(gltf, skin_id, bone, node_id, parent)
bpy.ops.object.mode_set(mode="OBJECT")
@staticmethod
def create_vertex_groups(gltf, skin_id):
"""Vertex Group creation."""
pyskin = gltf.data.skins[skin_id]
for node_id in pyskin.node_ids:
obj = bpy.data.objects[gltf.data.nodes[node_id].blender_object]
for bone in pyskin.joints:
obj.vertex_groups.new(name=gltf.data.nodes[bone].blender_bone_name)
@staticmethod
def assign_vertex_groups(gltf, skin_id):
"""Assign vertex groups to vertices."""
pyskin = gltf.data.skins[skin_id]
for node_id in pyskin.node_ids:
node = gltf.data.nodes[node_id]
obj = bpy.data.objects[node.blender_object]
offset = 0
for prim in gltf.data.meshes[node.mesh].primitives:
idx_already_done = {}
if 'JOINTS_0' in prim.attributes.keys() and 'WEIGHTS_0' in prim.attributes.keys():
original_joint_ = BinaryData.get_data_from_accessor(gltf, prim.attributes['JOINTS_0'])
original_weight_ = BinaryData.get_data_from_accessor(gltf, prim.attributes['WEIGHTS_0'])
tmp_indices = {}
tmp_idx = 0
weight_ = []
for i in prim.tmp_indices:
if i[0] not in tmp_indices.keys():
tmp_indices[i[0]] = tmp_idx
tmp_idx += 1
weight_.append(original_weight_[i[0]])
tmp_indices = {}
tmp_idx = 0
joint_ = []
for i in prim.tmp_indices:
if i[0] not in tmp_indices.keys():
tmp_indices[i[0]] = tmp_idx
tmp_idx += 1
joint_.append(original_joint_[i[0]])
for poly in obj.data.polygons:
for loop_idx in range(poly.loop_start, poly.loop_start + poly.loop_total):
vert_idx = obj.data.loops[loop_idx].vertex_index
if vert_idx in idx_already_done.keys():
continue
idx_already_done[vert_idx] = True
if vert_idx in range(offset, offset + prim.vertices_length):
tab_index = vert_idx - offset
cpt = 0
for joint_idx in joint_[tab_index]:
weight_val = weight_[tab_index][cpt]
if weight_val != 0.0: # It can be a problem to assign weights of 0
# for bone index 0, if there is always 4 indices in joint_
# tuple
group = obj.vertex_groups[gltf.data.nodes[
pyskin.joints[joint_idx]
].blender_bone_name]
group.add([vert_idx], weight_val, 'REPLACE')
cpt += 1
else:
gltf.log.error("No Skinning ?????") # TODO
offset = offset + prim.vertices_length
@staticmethod
def create_armature_modifiers(gltf, skin_id):
"""Create Armature modifier."""
pyskin = gltf.data.skins[skin_id]
if pyskin.blender_armature_name is None:
# TODO seems something is wrong
# For example, some joints are in skin 0, and are in another skin too
# Not sure this is glTF compliant, will check it
return
for node_id in pyskin.node_ids:
node = gltf.data.nodes[node_id]
obj = bpy.data.objects[node.blender_object]
for obj_sel in bpy.context.scene.objects:
obj_sel.select_set(False)
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
# bpy.ops.object.parent_clear(type='CLEAR_KEEP_TRANSFORM')
# Reparent skinned mesh to it's armature to avoid breaking
# skinning with interleaved transforms
obj.parent = bpy.data.objects[pyskin.blender_armature_name]
arma = obj.modifiers.new(name="Armature", type="ARMATURE")
arma.object = bpy.data.objects[pyskin.blender_armature_name]
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