Welcome to mirror list, hosted at ThFree Co, Russian Federation.

import_anim_bvh.py « io « scripts « release - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: f6626e8fb1eef3a0e91f3868cfde4ef2a8150e88 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
# ##### 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####

# <pep8 compliant>

import math

# import Blender
import bpy
# import BPyMessages
import Mathutils
Vector = Mathutils.Vector
Euler = Mathutils.Euler
Matrix = Mathutils.Matrix
RotationMatrix = Mathutils.RotationMatrix
TranslationMatrix = Mathutils.TranslationMatrix

# NASTY GLOBAL
ROT_STYLE = 'QUAT'

DEG2RAD = 0.017453292519943295

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 indicies as to the order rotation is applied. [0,1,2] is x/y/z - [None, None, None] if no rotation.
    'anim_data',# a list one tuple's one for each frame. (locx, locy, locz, rotx, roty, rotz)
    '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

    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 = 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)



# Change the order rotation is applied.
MATRIX_IDENTITY_3x3 = Matrix([1,0,0],[0,1,0],[0,0,1])
MATRIX_IDENTITY_4x4 = Matrix([1,0,0,0],[0,1,0,0],[0,0,1,0],[0,0,0,1])

def eulerRotate(x,y,z, rot_order):

    # Clamp all values between 0 and 360, values outside this raise an error.
    mats=[RotationMatrix(math.radians(x % 360), 3, 'X'), RotationMatrix(math.radians(y % 360),3,'Y'), RotationMatrix(math.radians(z % 360), 3, 'Z')]
    # print rot_order
    # Standard BVH multiplication order, apply the rotation in the order Z,X,Y

    #XXX, order changes???
    #eul = (mats[rot_order[2]]*(mats[rot_order[1]]* (mats[rot_order[0]]* MATRIX_IDENTITY_3x3))).to_euler()
    eul = (MATRIX_IDENTITY_3x3*mats[rot_order[0]]*(mats[rot_order[1]]* (mats[rot_order[2]]))).to_euler()

    eul = math.degrees(eul.x), math.degrees(eul.y), math.degrees(eul.z)

    return eul

def read_bvh(context, file_path, 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 # Incriment to the next line (Offset)
            rest_head_local = Vector( GLOBAL_SCALE * float(file_lines[lineIdx][1]), GLOBAL_SCALE * float(file_lines[lineIdx][2]), GLOBAL_SCALE * float(file_lines[lineIdx][3]))
            lineIdx += 1 # Incriment 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 accumletivly
            if my_parent==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 somtimes a name after 'End Site' but we will ignore it.
            lineIdx += 2 # Incriment to the next line (Offset)
            rest_tail = Vector( GLOBAL_SCALE*float(file_lines[lineIdx][1]), GLOBAL_SCALE*float(file_lines[lineIdx][2]), GLOBAL_SCALE*float(file_lines[lineIdx][3]))

            bvh_nodes_serial[-1].rest_tail_world = bvh_nodes_serial[-1].rest_head_world + rest_tail
            bvh_nodes_serial[-1].rest_tail_local = rest_tail


            # Just so we can remove the Parents in a uniform way- End end never 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, ry, rz = float(line[channels[3]]), float(line[channels[4]]), float(line[channels[5]])

                if ROT_STYLE != 'NATIVE':
                    rx, ry, rz = eulerRotate(rx, ry, rz, bvh_node.rot_order)

                # Make interpolation not cross between 180d, thjis fixes sub frame interpolation and time scaling.
                # Will go from (355d to 365d) rather then to (355d to 5d) - inbetween these 2 there will now be a correct interpolation.

                while anim_data[-1][3] - rx >  180: rx+=360
                while anim_data[-1][3] - rx < -180: rx-=360

                while anim_data[-1][4] - ry >  180: ry+=360
                while anim_data[-1][4] - ry < -180: ry-=360

                while anim_data[-1][5] - rz >  180: rz+=360
                while anim_data[-1][5] - rz < -180: rz-=360

            # 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 = Vector(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)
                rest_tail_local = Vector(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:

            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_nodes, IMPORT_START_FRAME= 1, IMPORT_LOOP= False):

    if IMPORT_START_FRAME<1:
        IMPORT_START_FRAME= 1

    scn= context.scene
    scn.objects.selected = []

    objects= []

    def add_ob(name):
        ob = scn.objects.new('Empty')
        objects.append(ob)
        return ob

    # Add objects
    for name, bvh_node in bvh_nodes.items():
        bvh_node.temp= add_ob(name)

    # Parent the objects
    for bvh_node in bvh_nodes.values():
        bvh_node.temp.makeParent([ bvh_node_child.temp for bvh_node_child in bvh_node.children ], 1, 0) # ojbs, noninverse, 1 = not fast.

    # Offset
    for bvh_node in bvh_nodes.values():
        # Make relative to parents offset
        bvh_node.temp.loc= 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')
            bvh_node.temp.makeParent([ob_end], 1, 0) # ojbs, noninverse, 1 = not fast.
            ob_end.loc= bvh_node.rest_tail_local


    # Animate the data, the last used bvh_node will do since they all have the same number of frames
    for current_frame in range(len(bvh_node.anim_data)):
        Blender.Set('curframe', current_frame+IMPORT_START_FRAME)

        for bvh_node in bvh_nodes.values():
            lx,ly,lz,rx,ry,rz= bvh_node.anim_data[current_frame]

            rest_head_local= bvh_node.rest_head_local
            bvh_node.temp.loc= rest_head_local.x+lx, rest_head_local.y+ly, rest_head_local.z+lz

            bvh_node.temp.rot= rx*DEG2RAD,ry*DEG2RAD,rz*DEG2RAD

            bvh_node.temp.insertIpoKey(Blender.Object.IpoKeyTypes.LOCROT) # XXX invalid

    scn.update(1)
    return objects



def bvh_node_dict2armature(context, bvh_nodes, IMPORT_START_FRAME= 1, IMPORT_LOOP= False):

    if IMPORT_START_FRAME<1:
        IMPORT_START_FRAME= 1


    # Add the new armature,
    scn = context.scene
#XXX	scn.objects.selected = []
    for ob in scn.objects:
        ob.selected = False


#XXX	arm_data= bpy.data.armatures.new()
#XXX	arm_ob = scn.objects.new(arm_data)
    bpy.ops.object.armature_add()
    arm_ob= scn.objects[-1]
    arm_data= arm_ob.data




#XXX	scn.objects.context = [arm_ob]
#XXX	scn.objects.active = arm_ob
    arm_ob.selected= True
    scn.objects.active= arm_ob
    print(scn.objects.active)


    # Put us into editmode
#XXX	arm_data.makeEditable()

    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 - sloppy operator code

    bpy.ops.armature.delete()
    bpy.ops.armature.select_all()
    bpy.ops.armature.delete()

    ZERO_AREA_BONES= []
    for name, bvh_node in bvh_nodes.items():
        # New editbone
        bpy.ops.armature.bone_primitive_add(name="Bone")

#XXX		bone= bvh_node.temp= Blender.Armature.Editbone()
        bone= bvh_node.temp= arm_data.edit_bones[-1]

        bone.name= name
#		arm_data.bones[name]= bone

        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:
            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.connected= 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

#XXX	arm_data.update()

    # Now Apply the animation to the armature

    # Get armature animation data
    bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
    bpy.ops.object.mode_set(mode='POSE', toggle=False)

    pose= arm_ob.pose
    pose_bones= pose.bones


    if ROT_STYLE=='NATIVE':
        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):'ZYZ'}

        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  = eul_order_lookup[tuple(bvh_node.rot_order)]

    elif ROT_STYLE=='XYZ':
        for pose_bone in pose_bones:
            pose_bone.rotation_mode  = 'XYZ'
    else:
        # Quats default
        pass


    bpy.ops.pose.select_all() # set
    bpy.ops.anim.keyframe_insert_menu(type=-4) # XXX -     -4 ???





    #for p in pose_bones:
    #	print(p)


#XXX	action = Blender.Armature.NLA.NewAction("Action")
#XXX	action.setActive(arm_ob)

    #bpy.ops.action.new()
    #action = bpy.data.actions[-1]

    # arm_ob.animation_data.action = action
    action = arm_ob.animation_data.action




    #xformConstants= [ Blender.Object.Pose.LOC, Blender.Object.Pose.ROT ]

    # 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]
#XXX		bone_rest_matrix = rest_bone.matrix['ARMATURESPACE'].rotation_part()
        bone_rest_matrix = rest_bone.matrix.rotation_part()


        bone_rest_matrix_inv= Matrix(bone_rest_matrix)
        bone_rest_matrix_inv.invert()

        bone_rest_matrix_inv.resize4x4()
        bone_rest_matrix.resize4x4()
        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.
    '''
    xformConstants_dict={
    (True,True):	[Blender.Object.Pose.LOC, Blender.Object.Pose.ROT],\
    (False,True):	[Blender.Object.Pose.ROT],\
    (True,False):	[Blender.Object.Pose.LOC],\
    (False,False):	[],\
    }
    '''

    # KEYFRAME METHOD, SLOW, USE IPOS DIRECT
    # TODO: use f-point samples instead (Aligorith)

    # Animate the data, the last used bvh_node will do since they all have the same number of frames
    for current_frame in range(len(bvh_node.anim_data)-1): # skip the first frame (rest frame)
        # print current_frame

        #if current_frame==150: # debugging
        #	break

        # Dont neet to set the current frame
        for bvh_node in 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[current_frame+1]

            if bvh_node.has_rot:

                if ROT_STYLE=='QUAT':
                    # Set the rotation, not so simple
                    bone_rotation_matrix= Euler(math.radians(rx), math.radians(ry), math.radians(rz)).to_matrix()

                    bone_rotation_matrix.resize4x4()
                    #XXX ORDER CHANGE???
                    #pose_bone.rotation_quaternion= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).to_quat() # ORIGINAL
                    # pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix).to_quat()
                    # pose_bone.rotation_quaternion= (bone_rotation_matrix * bone_rest_matrix).to_quat() # BAD
                    # pose_bone.rotation_quaternion= bone_rotation_matrix.to_quat() # NOT GOOD
                    # pose_bone.rotation_quaternion= bone_rotation_matrix.to_quat() # NOT GOOD

                    #pose_bone.rotation_quaternion= (bone_rotation_matrix * bone_rest_matrix_inv * bone_rest_matrix).to_quat()
                    #pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rest_matrix * bone_rotation_matrix).to_quat()
                    #pose_bone.rotation_quaternion= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).to_quat()

                    #pose_bone.rotation_quaternion= ( bone_rest_matrix* bone_rest_matrix_inv * bone_rotation_matrix).to_quat()
                    #pose_bone.rotation_quaternion= (bone_rotation_matrix * bone_rest_matrix  * bone_rest_matrix_inv).to_quat()
                    #pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rotation_matrix  * bone_rest_matrix ).to_quat()

                    pose_bone.rotation_quaternion= (bone_rest_matrix_inv * bone_rotation_matrix * bone_rest_matrix).to_quat()

                else:
                    bone_rotation_matrix= Euler(math.radians(rx), math.radians(ry), math.radians(rz)).to_matrix()
                    bone_rotation_matrix.resize4x4()

                    eul= (bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).to_euler()

                    #pose_bone.rotation_euler = math.radians(rx), math.radians(ry), math.radians(rz)
                    pose_bone.rotation_euler = eul

                print("ROTATION" + str(Euler(math.radians(rx), math.radians(ry), math.radians(rz))))

            if bvh_node.has_loc:
                # Set the Location, simple too

                #XXX ORDER CHANGE
                # pose_bone.location= (TranslationMatrix(Vector(lx, ly, lz) - bvh_node.rest_head_local ) * bone_rest_matrix_inv).translation_part() # WHY * 10? - just how pose works
                # pose_bone.location= (bone_rest_matrix_inv * TranslationMatrix(Vector(lx, ly, lz) - bvh_node.rest_head_local )).translation_part()
                # pose_bone.location= lx, ly, lz
                pose_bone.location= Vector(lx, ly, lz) - bvh_node.rest_head_local


#XXX		# TODO- add in 2.5
            if 0:
                # Get the transform
                xformConstants = xformConstants_dict[bvh_node.has_loc, bvh_node.has_rot]

                if xformConstants:
                    # Insert the keyframe from the loc/quat
                    pose_bone.insertKey(arm_ob, current_frame + IMPORT_START_FRAME, xformConstants, True)
            else:

                if bvh_node.has_loc:
                    pose_bone.keyframe_insert("location")
                if bvh_node.has_rot:
                    if ROT_STYLE == 'QUAT':
                        pose_bone.keyframe_insert("rotation_quaternion")
                    else:
                        pose_bone.keyframe_insert("rotation_euler")


        # bpy.ops.anim.keyframe_insert_menu(type=-4) # XXX -     -4 ???
        bpy.ops.screen.frame_offset(delta=1)

        # First time, set the IPO's to linear
#XXX	#TODO
        if 0:
            if current_frame == 0:
                for ipo in action.getAllChannelIpos().values():
                    if ipo:
                        for cur in ipo:
                            cur.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
                            if IMPORT_LOOP:
                                cur.extend = Blender.IpoCurve.ExtendTypes.CYCLIC


        else:
            for cu in action.fcurves:
                for bez in cu.keyframe_points:
                    bez.interpolation = 'CONSTANT'

    # END KEYFRAME METHOD


    """
    # IPO KEYFRAME SETTING
    # Add in the IPOs by adding keyframes, AFAIK theres no way to add IPOs to an action so I do this :/
    for bvh_node in bvh_nodes.values():
        pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp

        # Get the transform
        xformConstants= xformConstants_dict[bvh_node.has_loc, bvh_node.has_rot]
        if xformConstants:
            pose_bone.loc[:]= 0,0,0
            pose_bone.quat[:]= 0,0,1,0
            # Insert the keyframe from the loc/quat
            pose_bone.insertKey(arm_ob, IMPORT_START_FRAME, xformConstants)


    action_ipos= action.getAllChannelIpos()


    for bvh_node in bvh_nodes.values():
        has_loc= bvh_node.has_loc
        has_rot= bvh_node.has_rot

        if not has_rot and not has_loc:
            # No animation data
            continue

        ipo= action_ipos[bvh_node.temp[0].name] # posebones name as key

        if has_loc:
            curve_xloc= ipo[Blender.Ipo.PO_LOCX]
            curve_yloc= ipo[Blender.Ipo.PO_LOCY]
            curve_zloc= ipo[Blender.Ipo.PO_LOCZ]

            curve_xloc.interpolation= \
            curve_yloc.interpolation= \
            curve_zloc.interpolation= \
            Blender.IpoCurve.InterpTypes.LINEAR


        if has_rot:
            curve_wquat= ipo[Blender.Ipo.PO_QUATW]
            curve_xquat= ipo[Blender.Ipo.PO_QUATX]
            curve_yquat= ipo[Blender.Ipo.PO_QUATY]
            curve_zquat= ipo[Blender.Ipo.PO_QUATZ]

            curve_wquat.interpolation= \
            curve_xquat.interpolation= \
            curve_yquat.interpolation= \
            curve_zquat.interpolation= \
            Blender.IpoCurve.InterpTypes.LINEAR

        # Get the bone
        pose_bone, bone, bone_rest_matrix, bone_rest_matrix_inv= bvh_node.temp


        def pose_rot(anim_data):
            bone_rotation_matrix= Euler(anim_data[3], anim_data[4], anim_data[5]).to_matrix()
            bone_rotation_matrix.resize4x4()
            return tuple((bone_rest_matrix * bone_rotation_matrix * bone_rest_matrix_inv).to_quat()) # qw,qx,qy,qz

        def pose_loc(anim_data):
            return tuple((TranslationMatrix(Vector(anim_data[0], anim_data[1], anim_data[2])) * bone_rest_matrix_inv).translation_part())


        last_frame= len(bvh_node.anim_data)+IMPORT_START_FRAME-1

        if has_loc:
            pose_locations= [pose_loc(anim_key) for anim_key in bvh_node.anim_data]

            # Add the start at the end, we know the start is just 0,0,0 anyway
            curve_xloc.append((last_frame, pose_locations[-1][0]))
            curve_yloc.append((last_frame, pose_locations[-1][1]))
            curve_zloc.append((last_frame, pose_locations[-1][2]))

            if len(pose_locations) > 1:
                ox,oy,oz= pose_locations[0]
                x,y,z= pose_locations[1]

                for i in range(1, len(pose_locations)-1): # from second frame to second last frame

                    nx,ny,nz= pose_locations[i+1]
                    xset= yset= zset= True # we set all these by default
                    if abs((ox+nx)/2 - x) < 0.00001:	xset= False
                    if abs((oy+ny)/2 - y) < 0.00001:	yset= False
                    if abs((oz+nz)/2 - z) < 0.00001:	zset= False

                    if xset: curve_xloc.append((i+IMPORT_START_FRAME, x))
                    if yset: curve_yloc.append((i+IMPORT_START_FRAME, y))
                    if zset: curve_zloc.append((i+IMPORT_START_FRAME, z))

                    # Set the old and use the new
                    ox,oy,oz=	x,y,z
                    x,y,z=		nx,ny,nz


        if has_rot:
            pose_rotations= [pose_rot(anim_key) for anim_key in bvh_node.anim_data]

            # Add the start at the end, we know the start is just 0,0,0 anyway
            curve_wquat.append((last_frame, pose_rotations[-1][0]))
            curve_xquat.append((last_frame, pose_rotations[-1][1]))
            curve_yquat.append((last_frame, pose_rotations[-1][2]))
            curve_zquat.append((last_frame, pose_rotations[-1][3]))


            if len(pose_rotations) > 1:
                ow,ox,oy,oz= pose_rotations[0]
                w,x,y,z= pose_rotations[1]

                for i in range(1, len(pose_rotations)-1): # from second frame to second last frame

                    nw, nx,ny,nz= pose_rotations[i+1]
                    wset= xset= yset= zset= True # we set all these by default
                    if abs((ow+nw)/2 - w) < 0.00001:	wset= False
                    if abs((ox+nx)/2 - x) < 0.00001:	xset= False
                    if abs((oy+ny)/2 - y) < 0.00001:	yset= False
                    if abs((oz+nz)/2 - z) < 0.00001:	zset= False

                    if wset: curve_wquat.append((i+IMPORT_START_FRAME, w))
                    if xset: curve_xquat.append((i+IMPORT_START_FRAME, x))
                    if yset: curve_yquat.append((i+IMPORT_START_FRAME, y))
                    if zset: curve_zquat.append((i+IMPORT_START_FRAME, z))

                    # Set the old and use the new
                    ow,ox,oy,oz=	w,x,y,z
                    w,x,y,z=		nw,nx,ny,nz

    # IPO KEYFRAME SETTING
    """

# XXX NOT NEEDED NOW?
    # pose.update()
    return arm_ob


#=============#
# TESTING     #
#=============#

#('/metavr/mocap/bvh/boxer.bvh')
#('/d/staggered_walk.bvh')
#('/metavr/mocap/bvh/dg-306-g.bvh') # Incompleate EOF
#('/metavr/mocap/bvh/wa8lk.bvh') # duplicate joint names, \r line endings.
#('/metavr/mocap/bvh/walk4.bvh') # 0 channels

'''
import os
DIR = '/metavr/mocap/bvh/'
for f in ('/d/staggered_walk.bvh',):
    #for f in os.listdir(DIR)[5:6]:
    #for f in os.listdir(DIR):
    if f.endswith('.bvh'):
        s = Blender.Scene.New(f)
        s.makeCurrent()
        #file= DIR + f
        file= f
        print f
        bvh_nodes= read_bvh(file, 1.0)
        bvh_node_dict2armature(bvh_nodes, 1)
'''


def load_bvh_ui(context, file, PREF_UI=False):

#XXX	if BPyMessages.Error_NoFile(file):
#XXX		return

#XXX	Draw= Blender.Draw

    IMPORT_SCALE = 0.1
    IMPORT_START_FRAME = 1
    IMPORT_AS_ARMATURE = 1
    IMPORT_AS_EMPTIES = 0
    IMPORT_LOOP = 0

    # Get USER Options
    if PREF_UI:
        pup_block = [\
        ('As Armature', IMPORT_AS_ARMATURE, 'Imports the BVH as an armature'),\
        ('As Empties', IMPORT_AS_EMPTIES, 'Imports the BVH as empties'),\
        ('Scale: ', IMPORT_SCALE, 0.001, 100.0, 'Scale the BVH, Use 0.01 when 1.0 is 1 metre'),\
        ('Start Frame: ', IMPORT_START_FRAME, 1, 30000, 'Frame to start BVH motion'),\
        ('Loop Animation', IMPORT_LOOP, 'Enable cyclic IPOs'),\
        ]

#XXX		if not Draw.PupBlock('BVH Import...', pup_block):
#XXX			return

    # print('Attempting import BVH', file)

    if not IMPORT_AS_ARMATURE and not IMPORT_AS_EMPTIES:
        raise('No import option selected')

#XXX	Blender.Window.WaitCursor(1)
    # Get the BVH data and act on it.
    import time
    t1 = time.time()
    print('\tparsing bvh...', end="")
    bvh_nodes = read_bvh(context, file, IMPORT_SCALE)
    print('%.4f' % (time.time() - t1))
    t1 = time.time()
    print('\timporting to blender...', end="")
    if IMPORT_AS_ARMATURE:
        bvh_node_dict2armature(context, bvh_nodes, IMPORT_START_FRAME, IMPORT_LOOP)
    if IMPORT_AS_EMPTIES:
        bvh_node_dict2objects(context, bvh_nodes, IMPORT_START_FRAME, IMPORT_LOOP)

    print('Done in %.4f\n' % (time.time() - t1))
#XXX	Blender.Window.WaitCursor(0)


def main():
    Blender.Window.FileSelector(load_bvh_ui, 'Import BVH', '*.bvh')

from bpy.props import *


class BvhImporter(bpy.types.Operator):
    '''Load a Wavefront OBJ File.'''
    bl_idname = "import_anim.bvh"
    bl_label = "Import BVH"

    path = StringProperty(name="File Path", description="File path used for importing the OBJ file", maxlen=1024, default="")

    def execute(self, context):
        # print("Selected: " + context.active_object.name)

        read_bvh(context, self.properties.path)

        return {'FINISHED'}

    def invoke(self, context, event):
        wm = context.manager
        wm.add_fileselect(self)
        return {'RUNNING_MODAL'}


bpy.types.register(BvhImporter)

menu_func = lambda self, context: self.layout.operator(BvhImporter.bl_idname, text="Motion Capture (.bvh)...")
bpy.types.INFO_MT_file_import.append(menu_func)