#!BPY """ Name: 'Cal3D (.cfg .xaf .xsf .xmf .xrf)...' Blender: 243 Group: 'Export' Tip: 'Export armature/bone/mesh/action data to the Cal3D format.' """ # export_cal3d.py # Copyright (C) 2003-2004 Jean-Baptiste LAMY -- jibalamy@free.fr # Copyright (C) 2004 Matthias Braun -- matze@braunis.de # # 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., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA __version__ = '0.9f' __author__ = 'Jean-Baptiste, Jiba, Lamy, Campbell Barton (Ideasman42)' __email__ = ['Authors email, jibalamy:free*fr'] __url__ = ['Soya3ds homepage, http://home.gna.org/oomadness/en/soya/', 'Cal3d, http://cal3d.sourceforge.net'] __bpydoc__ =\ '''This script is a Blender => Cal3D converter. (See http://blender.org and http://cal3d.sourceforge.net) USAGE: To install it, place the script in your $HOME/.blender/scripts directory. Then open the File->Export->Cal3d v0.9 menu. And select the filename of the .cfg file. The exporter will create a set of other files with same prefix (ie. bla.cfg, bla.xsf, bla_Action1.xaf, bla_Action2.xaf, ...). You should be able to open the .cfg file in cal3d_miniviewer. NOT (YET) SUPPORTED: - Rotation, translation, or stretching Blender objects is still quite buggy, so AVOID MOVING / ROTATING / RESIZE OBJECTS (either mesh or armature) ! Instead, edit the object (with tab), select all points / bones (with "a"), and move / rotate / resize them.
- no support for exporting springs yet
- no support for exporting material colors (most games should only use images I think...) KNOWN ISSUES: - Cal3D versions <=0.9.1 have a bug where animations aren't played when the root bone is not animated;
- Cal3D versions <=0.9.1 have a bug where objects that aren't influenced by any bones are not drawn (fixed in Cal3D CVS). NOTES: It requires a very recent version of Blender (>= 2.44). Build a model following a few rules:
- Use only a single armature;
- Use only a single rootbone (Cal3D doesn't support floating bones);
- Use only locrot keys (Cal3D doesn't support bone's size change);
- Don't try to create child/parent constructs in blender object, that gets exported incorrectly at the moment;
- Objects or animations whose names start by "_" are not exported (hidden object). You can pass as many parameters as you want at the end, "EXPORT_FOR_SOYA=1" is just an example. The parameters are the same as below. ''' # True (=1) to export for the Soya 3D engine # (http://oomadness.tuxfamily.org/en/soya). # (=> rotate meshes and skeletons so as X is right, Y is top and -Z is front) # EXPORT_FOR_SOYA = 0 # Enables LODs computation. LODs computation is quite slow, and the algo is # surely not optimal :-( LODS = 0 # Scale the model (not supported by Soya). # See also BASE_MATRIX below, if you want to rotate/scale/translate the model at # the exportation. ######################################################################################### # Code starts here. # The script should be quite re-useable for writing another Blender animation exporter. # Most of the hell of it is to deal with Blender's head-tail-roll bone's definition. import math import Blender import BPyMesh import BPySys import BPyArmature import BPyObject import bpy def best_armature_root(armature): ''' Find the armature root bone with the most children, return that bone ''' bones = [bone for bone in armature.bones.values() if bone.hasChildren() == True] if len(bones) == 1: return bones[0] # Get the best root since we have more then 1 bones = [(len(bone.getAllChildren()), bone) for bone in bones] bones.sort() return bones[-1][1] # bone with most children Vector = Blender.Mathutils.Vector Quaternion = Blender.Mathutils.Quaternion Matrix = Blender.Mathutils.Matrix # HACK -- it seems that some Blender versions don't define sys.argv, # which may crash Python if a warning occurs. # if not hasattr(sys, 'argv'): sys.argv = ['???'] def matrix_multiply(b, a): return [ [ a[0][0] * b[0][0] + a[0][1] * b[1][0] + a[0][2] * b[2][0], a[0][0] * b[0][1] + a[0][1] * b[1][1] + a[0][2] * b[2][1], a[0][0] * b[0][2] + a[0][1] * b[1][2] + a[0][2] * b[2][2], 0.0, ], [ a[1][0] * b[0][0] + a[1][1] * b[1][0] + a[1][2] * b[2][0], a[1][0] * b[0][1] + a[1][1] * b[1][1] + a[1][2] * b[2][1], a[1][0] * b[0][2] + a[1][1] * b[1][2] + a[1][2] * b[2][2], 0.0, ], [ a[2][0] * b[0][0] + a[2][1] * b[1][0] + a[2][2] * b[2][0], a[2][0] * b[0][1] + a[2][1] * b[1][1] + a[2][2] * b[2][1], a[2][0] * b[0][2] + a[2][1] * b[1][2] + a[2][2] * b[2][2], 0.0, ], [ a[3][0] * b[0][0] + a[3][1] * b[1][0] + a[3][2] * b[2][0] + b[3][0], a[3][0] * b[0][1] + a[3][1] * b[1][1] + a[3][2] * b[2][1] + b[3][1], a[3][0] * b[0][2] + a[3][1] * b[1][2] + a[3][2] * b[2][2] + b[3][2], 1.0, ] ] # multiplies 2 quaternions in x,y,z,w notation def quaternion_multiply(q1, q2): return Quaternion(\ q2[3] * q1[0] + q2[0] * q1[3] + q2[1] * q1[2] - q2[2] * q1[1], q2[3] * q1[1] + q2[1] * q1[3] + q2[2] * q1[0] - q2[0] * q1[2], q2[3] * q1[2] + q2[2] * q1[3] + q2[0] * q1[1] - q2[1] * q1[0], q2[3] * q1[3] - q2[0] * q1[0] - q2[1] * q1[1] - q2[2] * q1[2],\ ) def matrix_translate(m, v): m[3][0] += v[0] m[3][1] += v[1] m[3][2] += v[2] return m def matrix2quaternion(m): s = math.sqrt(abs(m[0][0] + m[1][1] + m[2][2] + m[3][3])) if s == 0.0: x = abs(m[2][1] - m[1][2]) y = abs(m[0][2] - m[2][0]) z = abs(m[1][0] - m[0][1]) if (x >= y) and (x >= z): return Quaternion(1.0, 0.0, 0.0, 0.0) elif (y >= x) and (y >= z): return Quaternion(0.0, 1.0, 0.0, 0.0) else: return Quaternion(0.0, 0.0, 1.0, 0.0) q = Quaternion([ -(m[2][1] - m[1][2]) / (2.0 * s), -(m[0][2] - m[2][0]) / (2.0 * s), -(m[1][0] - m[0][1]) / (2.0 * s), 0.5 * s, ]) q.normalize() #print q return q def vector_by_matrix_3x3(p, m): return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0], p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1], p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2]] def vector_add(v1, v2): return [v1[0]+v2[0], v1[1]+v2[1], v1[2]+v2[2]] def vector_sub(v1, v2): return [v1[0]-v2[0], v1[1]-v2[1], v1[2]-v2[2]] def quaternion2matrix(q): xx = q[0] * q[0] yy = q[1] * q[1] zz = q[2] * q[2] xy = q[0] * q[1] xz = q[0] * q[2] yz = q[1] * q[2] wx = q[3] * q[0] wy = q[3] * q[1] wz = q[3] * q[2] return Matrix([1.0 - 2.0 * (yy + zz), 2.0 * (xy + wz), 2.0 * (xz - wy), 0.0], [ 2.0 * (xy - wz), 1.0 - 2.0 * (xx + zz), 2.0 * (yz + wx), 0.0], [ 2.0 * (xz + wy), 2.0 * (yz - wx), 1.0 - 2.0 * (xx + yy), 0.0], [0.0 , 0.0 , 0.0 , 1.0]) def matrix_invert(m): det = (m[0][0] * (m[1][1] * m[2][2] - m[2][1] * m[1][2]) - m[1][0] * (m[0][1] * m[2][2] - m[2][1] * m[0][2]) + m[2][0] * (m[0][1] * m[1][2] - m[1][1] * m[0][2])) if det == 0.0: return None det = 1.0 / det r = [ [ det * (m[1][1] * m[2][2] - m[2][1] * m[1][2]), - det * (m[0][1] * m[2][2] - m[2][1] * m[0][2]), det * (m[0][1] * m[1][2] - m[1][1] * m[0][2]), 0.0, ], [ - det * (m[1][0] * m[2][2] - m[2][0] * m[1][2]), det * (m[0][0] * m[2][2] - m[2][0] * m[0][2]), - det * (m[0][0] * m[1][2] - m[1][0] * m[0][2]), 0.0 ], [ det * (m[1][0] * m[2][1] - m[2][0] * m[1][1]), - det * (m[0][0] * m[2][1] - m[2][0] * m[0][1]), det * (m[0][0] * m[1][1] - m[1][0] * m[0][1]), 0.0, ] ] r.append([ -(m[3][0] * r[0][0] + m[3][1] * r[1][0] + m[3][2] * r[2][0]), -(m[3][0] * r[0][1] + m[3][1] * r[1][1] + m[3][2] * r[2][1]), -(m[3][0] * r[0][2] + m[3][1] * r[1][2] + m[3][2] * r[2][2]), 1.0, ]) return r def point_by_matrix(p, m): return [p[0] * m[0][0] + p[1] * m[1][0] + p[2] * m[2][0] + m[3][0], p[0] * m[0][1] + p[1] * m[1][1] + p[2] * m[2][1] + m[3][1], p[0] * m[0][2] + p[1] * m[1][2] + p[2] * m[2][2] + m[3][2]] # Hack for having the model rotated right. # Put in BASE_MATRIX your own rotation if you need some. BASE_MATRIX = None # Cal3D data structures CAL3D_VERSION = 910 MATERIALS = {} # keys are (mat.name, img.name) class Cal3DMaterial(object): __slots__ = 'amb', 'diff', 'spec', 'shininess', 'maps_filenames', 'id' def __init__(self, blend_world, blend_material, blend_images): # Material Settings if blend_world: amb = [ int(c*255) for c in blend_world.amb ] else: amb = [0,0,0] # Default value if blend_material: self.amb = tuple([int(c*blend_material.amb) for c in amb] + [255]) self.diff = tuple([int(c*255) for c in blend_material.rgbCol] + [int(blend_material.alpha*255)]) self.spec = tuple([int(c*255) for c in blend_material.rgbCol] + [int(blend_material.alpha*255)]) self.shininess = (float(blend_material.hard)-1)/5.10 else: self.amb = tuple(amb + [255]) self.diff = (255,255,255,255) self.spec = (255,255,255,255) self.shininess = 1.0 self.maps_filenames = [] for image in blend_images: if image: self.maps_filenames.append( image.filename.split('\\')[-1].split('/')[-1] ) self.id = len(MATERIALS) MATERIALS[blend_material, blend_images] = self # new xml format def writeCal3D(self, file): file.write('\n') file.write('
\n' % CAL3D_VERSION) file.write('\n' % len(self.maps_filenames)) file.write('\t%i %i %i %i\n' % self.amb) file.write('\t%i %i %i %i\n' % self.diff) file.write('\t%i %i %i %i\n' % self.spec) file.write('\t%.6f\n' % self.shininess) for map_filename in self.maps_filenames: file.write('\t%s\n' % map_filename) file.write('\n') class Cal3DMesh(object): __slots__ = 'name', 'submeshes', 'matrix', 'matrix_normal' def __init__(self, ob, blend_mesh, blend_world): self.name = ob.name self.submeshes = [] BPyMesh.meshCalcNormals(blend_mesh) self.matrix = ob.matrixWorld self.matrix_normal = self.matrix.copy().rotationPart() #if BASE_MATRIX: # matrix = matrix_multiply(BASE_MATRIX, matrix) face_groups = {} blend_materials = blend_mesh.materials uvlayers = () mat = None # incase we have no materials if blend_mesh.faceUV: uvlayers = blend_mesh.getUVLayerNames() if len(uvlayers) == 1: for f in blend_mesh.faces: image = (f.image,) # bit in a tuple so we can match multi UV code if blend_materials: mat = blend_materials[f.mat] # if no materials, mat will always be None face_groups.setdefault( (mat,image), (mat,image,[]) )[2].append( f ) else: # Multi UV's face_multi_images = [[] for i in xrange(len(blend_mesh.faces))] face_multi_uvs = [[[] for i in xrange(len(f)) ] for f in blend_mesh.faces] for uvlayer in uvlayers: blend_mesh.activeUVLayer = uvlayer for i, f in enumerate(blend_mesh.faces): face_multi_images[i].append(f.image) if f.image: for j, uv in enumerate(f.uv): face_multi_uvs[i][j].append( tuple(uv) ) # Convert UV's to tuples so they can be compared with eachother # when creating new verts for fuv in face_multi_uvs: for i, uv in enumerate(fuv): fuv[i] = tuple(uv) for i, f in enumerate(blend_mesh.faces): image = tuple(face_multi_images[i]) if blend_materials: mat = blend_materials[f.mat] face_groups.setdefault( (mat,image), (mat,image,[]) )[2].append( f ) else: # No UV's for f in blend_mesh.faces: if blend_materials: mat = blend_materials[f.mat] face_groups.setdefault( (mat,()), (mat,(),[]) )[2].append( f ) for blend_material, blend_images, faces in face_groups.itervalues(): try: material = MATERIALS[blend_material, blend_images] except: material = MATERIALS[blend_material, blend_images] = Cal3DMaterial(blend_world, blend_material, blend_images) submesh = Cal3DSubMesh(self, material, len(self.submeshes)) self.submeshes.append(submesh) # Check weather we need to write UVs, dont do it if theres no image # Multilayer UV's have alredy checked that they have images when # building face_multi_uvs if len(uvlayers) == 1: if blend_images == (None,): write_single_layer_uvs = False else: write_single_layer_uvs = True for face in faces: if not face.smooth: normal = face.no face_vertices = [] face_v = face.v if len(uvlayers)>1: for i, blend_vert in enumerate(face_v): if face.smooth: normal = blend_vert.no vertex = submesh.getVertex(blend_mesh, blend_vert, normal, face_multi_uvs[face.index][i]) face_vertices.append(vertex) elif len(uvlayers)==1: if write_single_layer_uvs: face_uv = face.uv for i, blend_vert in enumerate(face_v): if face.smooth: normal = blend_vert.no if write_single_layer_uvs: uvs = (tuple(face_uv[i]),) else: uvs = () vertex = submesh.getVertex(blend_mesh, blend_vert, normal, uvs ) face_vertices.append(vertex) else: # No UVs for i, blend_vert in enumerate(face_v): if face.smooth: normal = blend_vert.no vertex = submesh.getVertex(blend_mesh, blend_vert, normal, () ) face_vertices.append(vertex) # Split faces with more than 3 vertices for i in xrange(1, len(face) - 1): submesh.faces.append(Cal3DFace(face_vertices[0], face_vertices[i], face_vertices[i + 1])) def writeCal3D(self, file): file.write('\n') file.write('
\n' % CAL3D_VERSION) file.write('\n' % len(self.submeshes)) for submesh in self.submeshes: submesh.writeCal3D(file, self.matrix, self.matrix_normal) file.write('\n') class Cal3DSubMesh(object): __slots__ = 'material', 'vertices', 'vert_mapping', 'vert_count', 'faces', 'nb_lodsteps', 'springs', 'id' def __init__(self, mesh, material, id): self.material = material self.vertices = [] self.vert_mapping = {} # map original indicies to local self.vert_count = 0 self.faces = [] self.nb_lodsteps = 0 self.springs = [] self.id = id def getVertex(self, blend_mesh, blend_vert, normal, maps): ''' Request a vertex, and create a new one or return a matching vertex ''' blend_index = blend_vert.index index_map = self.vert_mapping.get(blend_index) if index_map == None: vertex = Cal3DVertex(blend_vert.co, normal, maps, blend_mesh.getVertexInfluences(blend_index)) self.vertices.append([vertex]) self.vert_mapping[blend_index] = len(self.vert_mapping) self.vert_count +=1 return vertex else: vertex_list = self.vertices[index_map] for v in vertex_list: if v.normal == normal and\ v.maps == maps: return v # reusing # No match, add a new vert # Use the first verts influences vertex = Cal3DVertex(blend_vert.co, normal, maps, vertex_list[0].influences) vertex_list.append(vertex) # self.vert_mapping[blend_index] = len(self.vert_mapping) self.vert_count +=1 return vertex def compute_lods(self): '''Computes LODs info for Cal3D (there's no Blender related stuff here).''' print 'Start LODs computation...' vertex2faces = {} for face in self.faces: for vertex in (face.vertex1, face.vertex2, face.vertex3): l = vertex2faces.get(vertex) if not l: vertex2faces[vertex] = [face] else: l.append(face) couple_treated = {} couple_collapse_factor = [] for face in self.faces: for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3), (face.vertex2, face.vertex3)): a = a.cloned_from or a b = b.cloned_from or b if a.id > b.id: a, b = b, a if not couple_treated.has_key((a, b)): # The collapse factor is simply the distance between the 2 points :-( # This should be improved !! if vector_dotproduct(a.normal, b.normal) < 0.9: continue couple_collapse_factor.append((point_distance(a.loc, b.loc), a, b)) couple_treated[a, b] = 1 couple_collapse_factor.sort() collapsed = {} new_vertices = [] new_faces = [] for factor, v1, v2 in couple_collapse_factor: # Determines if v1 collapses to v2 or v2 to v1. # We choose to keep the vertex which is on the smaller number of faces, since # this one has more chance of being in an extrimity of the body. # Though heuristic, this rule yields very good results in practice. if len(vertex2faces[v1]) < len(vertex2faces[v2]): v2, v1 = v1, v2 elif len(vertex2faces[v1]) == len(vertex2faces[v2]): if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2 if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)): collapsed[v1] = 1 collapsed[v2] = 1 # Check if v2 is already colapsed while v2.collapse_to: v2 = v2.collapse_to common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2]) v1.collapse_to = v2 v1.face_collapse_count = len(common_faces) for clone in v1.clones: # Find the clone of v2 that correspond to this clone of v1 possibles = [] for face in vertex2faces[clone]: possibles.append(face.vertex1) possibles.append(face.vertex2) possibles.append(face.vertex3) clone.collapse_to = v2 for vertex in v2.clones: if vertex in possibles: clone.collapse_to = vertex break clone.face_collapse_count = 0 new_vertices.append(clone) # HACK -- all faces get collapsed with v1 (and no faces are collapsed with v1's # clones). This is why we add v1 in new_vertices after v1's clones. # This hack has no other incidence that consuming a little few memory for the # extra faces if some v1's clone are collapsed but v1 is not. new_vertices.append(v1) self.nb_lodsteps += 1 + len(v1.clones) new_faces.extend(common_faces) for face in common_faces: face.can_collapse = 1 # Updates vertex2faces vertex2faces[face.vertex1].remove(face) vertex2faces[face.vertex2].remove(face) vertex2faces[face.vertex3].remove(face) vertex2faces[v2].extend(vertex2faces[v1]) new_vertices.extend(filter(lambda vertex: not vertex.collapse_to, self.vertices)) new_vertices.reverse() # Cal3D want LODed vertices at the end for i in xrange(len(new_vertices)): new_vertices[i].id = i self.vertices = new_vertices new_faces.extend(filter(lambda face: not face.can_collapse, self.faces)) new_faces.reverse() # Cal3D want LODed faces at the end self.faces = new_faces print 'LODs computed : %s vertices can be removed (from a total of %s).' % (self.nb_lodsteps, len(self.vertices)) def writeCal3D(self, file, matrix, matrix_normal): file.write('\t\n' % \ (self.nb_lodsteps, len(self.springs), len(self.material.maps_filenames))) i = 0 for v in self.vertices: for item in v: item.id = i item.writeCal3D(file, matrix, matrix_normal) i += 1 for item in self.springs: item.writeCal3D(file) for item in self.faces: item.writeCal3D(file) file.write('\t\n') class Cal3DVertex(object): __slots__ = 'loc','normal','collapse_to','face_collapse_count','maps','influences','weight','cloned_from','clones','id' def __init__(self, loc, normal, maps, blend_influences): self.loc = loc self.normal = normal self.collapse_to = None self.face_collapse_count = 0 self.maps = maps self.weight = None self.cloned_from = None self.clones = [] self.id = -1 if len(blend_influences) == 0 or isinstance(blend_influences[0], Cal3DInfluence): # This is a copy from another vert self.influences = blend_influences else: # Pass the blender influences self.influences = [] # should this really be a warning? (well currently enabled, # because blender has some bugs where it doesn't return # influences in python api though they are set, and because # cal3d<=0.9.1 had bugs where objects without influences # aren't drawn. #if not blend_influences: # print 'A vertex of object "%s" has no influences.\n(This occurs on objects placed in an invisible layer, you can fix it by using a single layer)' % ob.name # sum of influences is not always 1.0 in Blender ?!?! sum = 0.0 for bone_name, weight in blend_influences: sum += weight for bone_name, weight in blend_influences: bone = BONES.get(bone_name) if not bone: # keys # print 'Couldnt find bone "%s" which influences object "%s"' % (bone_name, ob.name) continue if weight: self.influences.append(Cal3DInfluence(bone, weight / sum)) def writeCal3D(self, file, matrix, matrix_normal): if self.collapse_to: collapse_id = self.collapse_to.id else: collapse_id = -1 file.write('\t\t\n' % \ (self.id, len(self.influences))) file.write('\t\t\t%.6f %.6f %.6f\n' % tuple(self.loc*matrix)) file.write('\t\t\t%.6f %.6f %.6f\n' % tuple( (self.normal*matrix_normal).normalize() )) if collapse_id != -1: file.write('\t\t\t%i\n' % collapse_id) file.write('\t\t\t%i\n' % \ self.face_collapse_count) for uv in self.maps: # we cant have more UV's then our materials image maps # check for this file.write('\t\t\t%.6f %.6f\n' % uv) for item in self.influences: item.writeCal3D(file) if self.weight != None: file.write('\t\t\t%.6f\n' % len(self.weight)) file.write('\t\t\n') class Cal3DInfluence(object): __slots__ = 'bone', 'weight' def __init__(self, bone, weight): self.bone = bone self.weight = weight def writeCal3D(self, file): file.write('\t\t\t%.6f\n' % \ (self.bone.id, self.weight)) class Cal3DSpring(object): __slots__ = 'vertex1', 'vertex2', 'spring_coefficient', 'idlelength' def __init__(self, vertex1, vertex2): self.vertex1 = vertex1 self.vertex2 = vertex2 self.spring_coefficient = 0.0 self.idlelength = 0.0 def writeCal3D(self, file): file.write('\t\t\n' % \ (self.vertex1.id, self.vertex2.id, self.spring_coefficient, self.idlelength)) class Cal3DFace(object): __slots__ = 'vertex1', 'vertex2', 'vertex3', 'can_collapse', def __init__(self, vertex1, vertex2, vertex3): self.vertex1 = vertex1 self.vertex2 = vertex2 self.vertex3 = vertex3 self.can_collapse = 0 def writeCal3D(self, file): file.write('\t\t\n' % \ (self.vertex1.id, self.vertex2.id, self.vertex3.id)) class Cal3DSkeleton(object): __slots__ = 'bones' def __init__(self): self.bones = [] def writeCal3D(self, file): file.write('\n') file.write('
\n' % CAL3D_VERSION) file.write('\n' % len(self.bones)) for item in self.bones: item.writeCal3D(file) file.write('\n') BONES = {} POSEBONES= {} class Cal3DBone(object): __slots__ = 'head', 'tail', 'name', 'cal3d_parent', 'loc', 'quat', 'children', 'matrix', 'lloc', 'lquat', 'id' def __init__(self, skeleton, blend_bone, arm_matrix, cal3d_parent=None): # def treat_bone(b, parent = None): head = blend_bone.head['BONESPACE'] tail = blend_bone.tail['BONESPACE'] #print parent.quat # Turns the Blender's head-tail-roll notation into a quaternion #quat = matrix2quaternion(blender_bone2matrix(head, tail, blend_bone.roll['BONESPACE'])) quat = matrix2quaternion(blend_bone.matrix['BONESPACE'].copy().resize4x4()) # Pose location ploc = POSEBONES[blend_bone.name].loc if cal3d_parent: # Compute the translation from the parent bone's head to the child # bone's head, in the parent bone coordinate system. # The translation is parent_tail - parent_head + child_head, # but parent_tail and parent_head must be converted from the parent's parent # system coordinate into the parent system coordinate. parent_invert_transform = matrix_invert(quaternion2matrix(cal3d_parent.quat)) parent_head = vector_by_matrix_3x3(cal3d_parent.head, parent_invert_transform) parent_tail = vector_by_matrix_3x3(cal3d_parent.tail, parent_invert_transform) ploc = vector_add(ploc, blend_bone.head['BONESPACE']) # EDIT!!! FIX BONE OFFSET BE CAREFULL OF THIS PART!!! ?? #diff = vector_by_matrix_3x3(head, parent_invert_transform) parent_tail= vector_add(parent_tail, head) # DONE!!! parentheadtotail = vector_sub(parent_tail, parent_head) # hmm this should be handled by the IPos, but isn't for non-animated # bones which are transformed in the pose mode... loc = parentheadtotail else: # Apply the armature's matrix to the root bones head = point_by_matrix(head, arm_matrix) tail = point_by_matrix(tail, arm_matrix) loc = head quat = matrix2quaternion(matrix_multiply(arm_matrix, quaternion2matrix(quat))) # Probably not optimal self.head = head self.tail = tail self.cal3d_parent = cal3d_parent self.name = blend_bone.name self.loc = loc self.quat = quat self.children = [] self.matrix = matrix_translate(quaternion2matrix(quat), loc) if cal3d_parent: self.matrix = matrix_multiply(cal3d_parent.matrix, self.matrix) # lloc and lquat are the bone => model space transformation (translation and rotation). # They are probably specific to Cal3D. m = matrix_invert(self.matrix) self.lloc = m[3][0], m[3][1], m[3][2] self.lquat = matrix2quaternion(m) self.id = len(skeleton.bones) skeleton.bones.append(self) BONES[self.name] = self if not blend_bone.hasChildren(): return for blend_child in blend_bone.children: self.children.append(Cal3DBone(skeleton, blend_child, arm_matrix, self)) def writeCal3D(self, file): file.write('\t\n' % \ (self.id, self.name, len(self.children))) # We need to negate quaternion W value, but why ? file.write('\t\t%.6f %.6f %.6f\n' % \ (self.loc[0], self.loc[1], self.loc[2])) file.write('\t\t%.6f %.6f %.6f %.6f\n' % \ (self.quat[0], self.quat[1], self.quat[2], -self.quat[3])) file.write('\t\t%.6f %.6f %.6f\n' % \ (self.lloc[0], self.lloc[1], self.lloc[2])) file.write('\t\t%.6f %.6f %.6f %.6f\n' % \ (self.lquat[0], self.lquat[1], self.lquat[2], -self.lquat[3])) if self.cal3d_parent: file.write('\t\t%i\n' % self.cal3d_parent.id) else: file.write('\t\t%i\n' % -1) for item in self.children: file.write('\t\t%i\n' % item.id) file.write('\t\n') class Cal3DAnimation: def __init__(self, name, duration = 0.0): self.name = name self.duration = duration self.tracks = {} # Map bone names to tracks def writeCal3D(self, file): file.write('\n') file.write('
\n' % CAL3D_VERSION) file.write('\n' % \ (self.duration, len(self.tracks))) for item in self.tracks.itervalues(): item.writeCal3D(file) file.write('\n') class Cal3DTrack(object): __slots__ = 'bone', 'keyframes' def __init__(self, bone): self.bone = bone self.keyframes = [] def writeCal3D(self, file): file.write('\t\n' % (self.bone.id, len(self.keyframes))) for item in self.keyframes: item.writeCal3D(file) file.write('\t\n') class Cal3DKeyFrame(object): __slots__ = 'time', 'loc', 'quat' def __init__(self, time, loc, quat): self.time = time self.loc = loc self.quat = quat def writeCal3D(self, file): file.write('\t\t\n' % self.time) file.write('\t\t\t%.6f %.6f %.6f\n' % \ (self.loc[0], self.loc[1], self.loc[2])) # We need to negate quaternion W value, but why ? file.write('\t\t\t%.6f %.6f %.6f %.6f\n' % \ (self.quat[0], self.quat[1], self.quat[2], -self.quat[3])) file.write('\t\t\n') def export_cal3d(filename, PREF_SCALE=0.1, PREF_BAKE_MOTION = True, PREF_ACT_ACTION_ONLY=True, PREF_SCENE_FRAMES=False): if not filename.endswith('.cfg'): filename += '.cfg' file_only = filename.split('/')[-1].split('\\')[-1] file_only_noext = file_only.split('.')[0] base_only = filename[:-len(file_only)] def new_name(dataname, ext): return file_only_noext + '_' + BPySys.cleanName(dataname) + ext #if EXPORT_FOR_SOYA: # global BASE_MATRIX # BASE_MATRIX = matrix_rotate_x(-math.pi / 2.0) # Get the sce sce = bpy.data.scenes.active blend_world = sce.world # ---- Export skeleton (armature) ---------------------------------------- skeleton = Cal3DSkeleton() blender_armature = [ob for ob in sce.objects.context if ob.type == 'Armature'] if len(blender_armature) > 1: print "Found multiple armatures! using ",armatures[0].name if blender_armature: blender_armature = blender_armature[0] else: # Try find a meshes armature for ob in sce.objects.context: blender_armature = BPyObject.getObjectArmature(ob) if blender_armature: break if not blender_armature: Blender.Draw.PupMenu('Aborting%t|No Armature in selection') return # we need pose bone locations for pbone in blender_armature.getPose().bones.values(): POSEBONES[pbone.name] = pbone Cal3DBone(skeleton, best_armature_root(blender_armature.getData()), blender_armature.matrixWorld) # ---- Export Mesh data --------------------------------------------------- meshes = [] for ob in sce.objects.context: if ob.type != 'Mesh': continue blend_mesh = ob.getData(mesh=1) if not blend_mesh.faces: continue meshes.append( Cal3DMesh(ob, blend_mesh, blend_world) ) # ---- Export animations -------------------------------------------------- backup_action = blender_armature.action ANIMATIONS = [] SUPPORTED_IPOS = 'QuatW', 'QuatX', 'QuatY', 'QuatZ', 'LocX', 'LocY', 'LocZ' if PREF_ACT_ACTION_ONLY: action_items = [(blender_armature.action.name, blender_armature.action)] else: action_items = Blender.Armature.NLA.GetActions().items() print len(action_items), 'action_items' for animation_name, blend_action in action_items: # get frame range if PREF_SCENE_FRAMES: action_start= Blender.Get('staframe') action_end= Blender.Get('endframe') else: _frames = blend_action.getFrameNumbers() action_start= min(_frames); action_end= max(_frames); del _frames blender_armature.action = blend_action if PREF_BAKE_MOTION: # We need to set the action active if we are getting baked data pose_data = BPyArmature.getBakedPoseData(blender_armature, action_start, action_end) # Fake, all we need is bone names blend_action_ipos_items = [(pbone, True) for pbone in POSEBONES.iterkeys()] else: # real (bone_name, ipo) pairs blend_action_ipos_items = blend_action.getAllChannelIpos().items() # Now we mau have some bones with no channels, easiest to add their names and an empty list here # this way they are exported with dummy keyfraames at teh first used frame action_bone_names = [name for name, ipo in blend_action_ipos_items] for bone_name in BONES: # iterkeys if bone_name not in action_bone_names: blend_action_ipos_items.append( (bone_name, []) ) animation = Cal3DAnimation(animation_name) # ---------------------------- ANIMATIONS.append(animation) animation.duration = 0.0 for bone_name, ipo in blend_action_ipos_items: # Baked bones may have no IPO's width motion still if bone_name not in BONES: print '\tNo Bone "' + bone_name + '" in (from Animation "' + animation_name + '") ?!?' continue # So we can loop without errors if ipo==None: ipo = [] bone = BONES[bone_name] track = animation.tracks[bone_name] = Cal3DTrack(bone) if PREF_BAKE_MOTION: for i in xrange(action_end - action_start): cal3dtime = i / 25.0 # assume 25FPS by default if cal3dtime > animation.duration: animation.duration = cal3dtime #print pose_data[i][bone_name], i loc, quat = pose_data[i][bone_name] loc = vector_by_matrix_3x3(loc, bone.matrix) loc = vector_add(bone.loc, loc) quat = quaternion_multiply(quat, bone.quat) quat = Quaternion(quat) quat.normalize() quat = tuple(quat) track.keyframes.append( Cal3DKeyFrame(cal3dtime, loc, quat) ) else: #run 1: we need to find all time values where we need to produce keyframes times = set() for curve in ipo: curve_name = curve.name if curve_name in SUPPORTED_IPOS: for p in curve.bezierPoints: times.add( p.pt[0] ) times = list(times) times.sort() # Incase we have no keys here or ipo==None if not times: times.append(action_start) # run2: now create keyframes for time in times: cal3dtime = (time-1) / 25.0 # assume 25FPS by default if cal3dtime > animation.duration: animation.duration = cal3dtime trans = Vector() quat = Quaternion() for curve in ipo: val = curve.evaluate(time) # val = 0.0 curve_name= curve.name if curve_name == 'LocX': trans[0] = val elif curve_name == 'LocY': trans[1] = val elif curve_name == 'LocZ': trans[2] = val elif curve_name == 'QuatW': quat[3] = val elif curve_name == 'QuatX': quat[0] = val elif curve_name == 'QuatY': quat[1] = val elif curve_name == 'QuatZ': quat[2] = val transt = vector_by_matrix_3x3(trans, bone.matrix) loc = vector_add(bone.loc, transt) quat = quaternion_multiply(quat, bone.quat) quat = Quaternion(quat) quat.normalize() quat = tuple(quat) track.keyframes.append( Cal3DKeyFrame(cal3dtime, loc, quat) ) if animation.duration <= 0: print 'Ignoring Animation "' + animation_name + '": duration is 0.\n' continue # Restore the original armature blender_armature.action = backup_action # ------------------------------------- End Animation cfg = open((filename), 'wb') cfg.write('# Cal3D model exported from Blender with export_cal3d.py\n# from %s\n' % Blender.Get('filename')) if PREF_SCALE != 1.0: cfg.write('scale=%.6f\n' % PREF_SCALE) fname = file_only_noext + '.xsf' file = open( base_only + fname, 'wb') skeleton.writeCal3D(file) file.close() cfg.write('skeleton=%s\n' % fname) for animation in ANIMATIONS: if not animation.name.startswith('_'): if animation.duration > 0.1: # Cal3D does not support animation with only one state fname = new_name(animation.name, '.xaf') file = open(base_only + fname, 'wb') animation.writeCal3D(file) file.close() cfg.write('animation=%s\n' % fname) for mesh in meshes: if not mesh.name.startswith('_'): fname = new_name(mesh.name, '.xmf') file = open(base_only + fname, 'wb') mesh.writeCal3D(file) file.close() cfg.write('mesh=%s\n' % fname) materials = MATERIALS.values() materials.sort(key = lambda a: a.id) for material in materials: # Just number materials, its less trouble fname = new_name(str(material.id), '.xrf') file = open(base_only + fname, 'wb') material.writeCal3D(file) file.close() cfg.write('material=%s\n' % fname) print 'Cal3D Saved to "%s.cfg"' % file_only_noext # Warnings if len(animation.tracks) < 2: Blender.Draw.PupMenu('Warning, the armature has less then 2 tracks, file may not load in Cal3d') def export_cal3d_ui(filename): PREF_SCALE= Blender.Draw.Create(1.0) PREF_BAKE_MOTION = Blender.Draw.Create(1) PREF_ACT_ACTION_ONLY= Blender.Draw.Create(1) PREF_SCENE_FRAMES= Blender.Draw.Create(0) block = [\ ('Scale: ', PREF_SCALE, 0.01, 100, 'The scale to set in the Cal3d .cfg file (unsupported by soya)'),\ ('Baked Motion', PREF_BAKE_MOTION, 'use final pose position instead of ipo keyframes (IK and constraint support)'),\ ('Active Action', PREF_ACT_ACTION_ONLY, 'Only export action applied to this armature, else export all actions.'),\ ('Scene Frames', PREF_SCENE_FRAMES, 'Use scene frame range, else the actions start/end'),\ ] if not Blender.Draw.PupBlock('Cal3D Options', block): return Blender.Window.WaitCursor(1) export_cal3d(filename, 1.0/PREF_SCALE.val, PREF_BAKE_MOTION.val, PREF_ACT_ACTION_ONLY.val, PREF_SCENE_FRAMES.val) Blender.Window.WaitCursor(0) #import os if __name__ == '__main__': Blender.Window.FileSelector(export_cal3d_ui, 'Cal3D Export', Blender.Get('filename').replace('.blend', '.cfg')) #export_cal3d('/cally/data/skeleton/skeleton' + '.cfg', 1.0, True, False, False) #export_cal3d('/test' + '.cfg') #export_cal3d_ui('/test' + '.cfg') #os.system('cd /; wine /cal3d_miniviewer.exe /skeleton.cfg') #os.system('cd /cally/;wine cally')