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helper.py
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helper.py
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import bpy
import math
class helper_functions(object):
def anim_to_origin():
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
bpy.context.scene.frame_current=f_start
#==========================================
#selecting and making the armature Active
#selecionando armature
#==========================================
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
obs = []
for ob in bpy.context.scene.objects:
if ob.type == 'ARMATURE':
obs.append(ob)
#obs
armature = obs[len(obs)-1].name
#bpy.data.objects[armature].select_set(True)
obs[len(obs)-1].select_set(True)
view_layer = bpy.context.view_layer
#Armature_obj = bpy.context.scene.objects[armature]
Armature_obj = obs[len(obs)-1]
view_layer.objects.active = Armature_obj
#############################################################################
##found that to move the animation to the center,
##I just have to subtract the inicial frame loc and rot from the other frames
#########
x_dif = bpy.context.object.pose.bones["Root"].rotation_euler[0] * -1
y_dif = bpy.context.object.pose.bones["Root"].rotation_euler[1] * -1
z_dif = bpy.context.object.pose.bones["Root"].rotation_euler[2] * -1
x_loc_dif = bpy.context.object.pose.bones["Root"].location[0] * -1
y_loc_dif = bpy.context.object.pose.bones["Root"].location[1] * -1
z_loc_dif = bpy.context.object.pose.bones["Root"].location[2] * -1
bpy.ops.object.mode_set(mode='EDIT')
z_high_to_add = bpy.context.object.data.edit_bones["Foot_L"].tail.z
bpy.ops.object.mode_set(mode='POSE')
range(f_start,f_end+1)
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
# print('rot orig x: ',bpy.context.object.pose.bones["Root"].rotation_euler[0])
# print('rot x: ',bpy.context.object.pose.bones["Root"].rotation_euler[0] + x_dif)
bpy.context.object.pose.bones["Root"].rotation_euler[0] = bpy.context.object.pose.bones["Root"].rotation_euler[0] + x_dif
bpy.context.object.pose.bones["Root"].rotation_euler[1] = bpy.context.object.pose.bones["Root"].rotation_euler[1] + y_dif
bpy.context.object.pose.bones["Root"].rotation_euler[2] = bpy.context.object.pose.bones["Root"].rotation_euler[2] + z_dif
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='rotation_euler',frame=f)
#################
## location to origin
##
bpy.context.object.pose.bones["Root"].location[0] = bpy.context.object.pose.bones["Root"].location[0] + x_loc_dif
bpy.context.object.pose.bones["Root"].location[1] = bpy.context.object.pose.bones["Root"].location[1] + y_loc_dif
bpy.context.object.pose.bones["Root"].location[2] = bpy.context.object.pose.bones["Root"].location[2] + z_loc_dif
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='location',frame=f)
#Check if need to transpose axis
if abs(abs(math.degrees(x_dif))-90) < 45 or abs(abs(math.degrees(x_dif))-270) < 45:
# if 1==1:
#############################
#rotate oprientation z por y
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
#changing location
bone_root_loc_x = bpy.context.object.pose.bones["Root"].location[0]
bone_root_loc_y = bpy.context.object.pose.bones["Root"].location[1]
bone_root_loc_z = bpy.context.object.pose.bones["Root"].location[2]
#changing orientation from z to y
#z=y
bpy.context.object.pose.bones["Root"].location[2] = bone_root_loc_y
#y=z
bpy.context.object.pose.bones["Root"].location[1] = bone_root_loc_z
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='location',frame=f)
#######################
## rotation orientation change
##
#rotation the rotation z to y
bone_root_rot_x = bpy.context.object.pose.bones["Root"].rotation_euler[0]
bone_root_rot_y = bpy.context.object.pose.bones["Root"].rotation_euler[1]
bone_root_rot_z = bpy.context.object.pose.bones["Root"].rotation_euler[2]
#changing orientation from z to y
#z=y
bpy.context.object.pose.bones["Root"].rotation_euler[2] = bone_root_rot_y
#y=z
bpy.context.object.pose.bones["Root"].rotation_euler[1] = bone_root_rot_z
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='rotation_euler',frame=f)
###############################
## adjust the foot to z=0
for f in range(f_start,f_end+1):
# print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
bpy.context.object.pose.bones["Root"].location[1] = bpy.context.object.pose.bones["Root"].location[1] + abs(z_high_to_add)
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='location',frame=f)
# print('org x: ', math.degrees(x_dif), 'orig y: ', math.degrees(y_dif), 'orig_z: ', math.degrees(z_dif))
rot_original = 'x: ', math.degrees(x_dif), ' y: ', math.degrees(y_dif), ' z: ', math.degrees(z_dif)
print(rot_original)
bpy.ops.object.mode_set(mode='OBJECT')
return (math.degrees(x_dif),math.degrees(y_dif),math.degrees(z_dif))
def compensate_rot(x,y,z):
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
#just to compensate grad
x_grad_compensate = x
y_grad_compensate = y
z_grad_compensate = z
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
print('rot orig x: ',bpy.context.object.pose.bones["Root"].rotation_euler[0])
print('rot x: ',bpy.context.object.pose.bones["Root"].rotation_euler[0] +math.radians(x_grad_compensate))
bpy.context.object.pose.bones["Root"].rotation_euler[0] = bpy.context.object.pose.bones["Root"].rotation_euler[0] +math.radians(x_grad_compensate)
bpy.context.object.pose.bones["Root"].rotation_euler[1] = bpy.context.object.pose.bones["Root"].rotation_euler[1] +math.radians(y_grad_compensate)
bpy.context.object.pose.bones["Root"].rotation_euler[2] = bpy.context.object.pose.bones["Root"].rotation_euler[2] +math.radians(z_grad_compensate)
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='rotation_euler',frame=f)
return True
def rotate_orientation(from_axis,to_axis):
#############################
#rotate oprientation acording to choice on menu
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
if from_axis == 'x':
from_ax = 0
elif from_axis == 'y':
from_ax = 1
elif from_axis == 'z':
from_ax = 2
if to_axis == 'x':
to_ax = 0
elif to_axis == 'y':
to_ax = 1
elif to_axis == 'z':
to_ax = 2
if (from_axis == 'x' and to_axis == 'y') or (to_axis == 'x' and from_axis == 'y'):
rotate_axis = 'z'
elif (from_axis == 'y' and to_axis == 'z') or (to_axis == 'y' and from_axis == 'z'):
rotate_axis = 'x'
elif (from_axis == 'z' and to_axis == 'x') or (to_axis == 'z' and from_axis == 'x'):
rotate_axis = 'y'
if 'rotate_axis' in locals():
if rotate_axis == 'x':
rot_ax = 0
elif rotate_axis == 'y':
rot_ax = 1
elif rotate_axis == 'z':
rot_ax = 2
if from_axis != rot_ax:
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
##################
#changing location
bone_root_loc = []
bone_root_loc.append(bpy.context.object.pose.bones["Root"].location[0])
bone_root_loc.append(bpy.context.object.pose.bones["Root"].location[1])
bone_root_loc.append(bpy.context.object.pose.bones["Root"].location[2])
# bone_root_loc_x = bpy.context.object.pose.bones["Root"].location[0]
# bone_root_loc_y = bpy.context.object.pose.bones["Root"].location[1]
# bone_root_loc_z = bpy.context.object.pose.bones["Root"].location[2]
#from-to
# bpy.context.object.pose.bones["Root"].location[2] = bone_root_loc_y
bpy.context.object.pose.bones["Root"].location[from_ax] = bone_root_loc[to_ax]
#to-from
# bpy.context.object.pose.bones["Root"].location[1] = bone_root_loc_z
bpy.context.object.pose.bones["Root"].location[to_ax] = bone_root_loc[from_ax]
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='location',frame=f)
#######################
## rotation orientation change
##
bone_root_rot=[]
bone_root_rot.append(bpy.context.object.pose.bones["Root"].rotation_euler[0])
bone_root_rot.append(bpy.context.object.pose.bones["Root"].rotation_euler[1])
bone_root_rot.append(bpy.context.object.pose.bones["Root"].rotation_euler[2])
# bone_root_rot_x = bpy.context.object.pose.bones["Root"].rotation_euler[0]
# bone_root_rot_y = bpy.context.object.pose.bones["Root"].rotation_euler[1]
# bone_root_rot_z = bpy.context.object.pose.bones["Root"].rotation_euler[2]
#from-to
bpy.context.object.pose.bones["Root"].rotation_euler[from_ax] = bone_root_rot[to_ax]
#to-from
bpy.context.object.pose.bones["Root"].rotation_euler[to_ax] = bone_root_rot[from_ax]
#convert adding 90 degrees
bpy.context.object.pose.bones["Root"].rotation_euler[rot_ax] = bpy.context.object.pose.bones["Root"].rotation_euler[rot_ax] + math.radians(-90)
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='rotation_euler',frame=f)
return True
def reset_loc(): #make the animation start from where the boneas are located
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
x_loc_dif = bpy.context.object.pose.bones["Root"].location[0] * -1
y_loc_dif = bpy.context.object.pose.bones["Root"].location[1] * -1
z_loc_dif = bpy.context.object.pose.bones["Root"].location[2] * -1
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
#################
## location to origin
##
bpy.context.object.pose.bones["Root"].location[0] = bpy.context.object.pose.bones["Root"].location[0] + x_loc_dif
bpy.context.object.pose.bones["Root"].location[1] = bpy.context.object.pose.bones["Root"].location[1] + y_loc_dif
bpy.context.object.pose.bones["Root"].location[2] = bpy.context.object.pose.bones["Root"].location[2] + z_loc_dif
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='location',frame=f)
return True
def reset_rot():
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
x_dif = bpy.context.object.pose.bones["Root"].rotation_euler[0] * -1
y_dif = bpy.context.object.pose.bones["Root"].rotation_euler[1] * -1
z_dif = bpy.context.object.pose.bones["Root"].rotation_euler[2] * -1
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
bpy.context.object.pose.bones["Root"].rotation_euler[0] = bpy.context.object.pose.bones["Root"].rotation_euler[0] + x_dif
bpy.context.object.pose.bones["Root"].rotation_euler[1] = bpy.context.object.pose.bones["Root"].rotation_euler[1] + y_dif
bpy.context.object.pose.bones["Root"].rotation_euler[2] = bpy.context.object.pose.bones["Root"].rotation_euler[2] + z_dif
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='rotation_euler',frame=f)
return True
def foot_high():
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
bpy.ops.object.mode_set(mode='EDIT')
z_high_to_add = bpy.context.object.data.edit_bones["Foot_L"].tail.z
bpy.ops.object.mode_set(mode='POSE')
for f in range(f_start,f_end+1):
# print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
bpy.context.object.pose.bones["Root"].location[1] = bpy.context.object.pose.bones["Root"].location[1] + abs(z_high_to_add)
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='location',frame=f)
bpy.ops.object.mode_set(mode='OBJECT')
return True
def compensate_rot(x,y,z):
f_start = bpy.context.scene.frame_start
f_end = bpy.context.scene.frame_end
#just to compensate grad
x_grad_compensate = x
y_grad_compensate = y
z_grad_compensate = z
for f in range(f_start,f_end+1):
print('frame: ',f)
bpy.context.scene.frame_current = f
bpy.context.view_layer.update()
print('rot orig x: ',bpy.context.object.pose.bones["Root"].rotation_euler[0])
print('rot x: ',bpy.context.object.pose.bones["Root"].rotation_euler[0] +math.radians(x_grad_compensate))
bpy.context.object.pose.bones["Root"].rotation_euler[0] = bpy.context.object.pose.bones["Root"].rotation_euler[0] +math.radians(x_grad_compensate)
bpy.context.object.pose.bones["Root"].rotation_euler[1] = bpy.context.object.pose.bones["Root"].rotation_euler[1] +math.radians(y_grad_compensate)
bpy.context.object.pose.bones["Root"].rotation_euler[2] = bpy.context.object.pose.bones["Root"].rotation_euler[2] +math.radians(z_grad_compensate)
bpy.context.object.pose.bones["Root"].keyframe_insert(data_path='rotation_euler',frame=f)
return True
def get_rotations():
bpy.context.scene.frame_current = 1
bpy.context.view_layer.update()
actual_rot_x = bpy.context.object.pose.bones["Root"].rotation_euler[0]
actual_rot_y = bpy.context.object.pose.bones["Root"].rotation_euler[1]
actual_rot_z = bpy.context.object.pose.bones["Root"].rotation_euler[2]
return (actual_rot_x, actual_rot_y, actual_rot_z)
# types = {'VIEW_3D', 'TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR', 'NLA_EDITOR', 'IMAGE_EDITOR', 'SEQUENCE_EDITOR', 'CLIP_EDITOR', 'TEXT_EDITOR', 'NODE_EDITOR', 'LOGIC_EDITOR', 'PROPERTIES', 'OUTLINER', 'USER_PREFERENCES', 'INFO', 'FILE_BROWSER', 'CONSOLE'}
def smooth_curves(o):
current_area = bpy.context.area.type
layer = bpy.context.view_layer
# select all (relevant) bones
for b in o.data.bones:
b.select = False
o.data.bones[0].select = True
layer.update()
# change to graph editor
bpy.context.area.type = "GRAPH_EDITOR"
# # lock or unlock the respective fcurves
# for fc in o.animation_data.action.fcurves:
# print(fc.data_path)
# if "location" in fc.data_path:
# fc.lock = False
# else:
# fc.lock = True
layer.update()
# smooth curves of all selected bones
bpy.ops.graph.smooth()
# switch back to original area
bpy.context.area.type = current_area
# deselect all (relevant) bones
for b in o.data.bones:
b.select = False
layer.update()
return True
class skeleton_import(object):
def middle_point(p1,p2,p_middle):
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[p1].select_set(True)
bpy.data.objects[p2].select_set(True)
bpy.context.view_layer.objects.active = bpy.data.objects[p2]
obs = bpy.context.selected_objects
n = len(obs)
# print('n: ',n)
assert(n)
#scene.cursor.location = sum([o.matrix_world.translation for o in obs], Vector()) / n
bpy.data.objects[p_middle].location = sum([o.matrix_world.translation for o in obs], Vector()) / n
def create_dots(name, amount):
#remove Collection
if bpy.data.collections.find(name) >= 0:
collection = bpy.data.collections.get(name)
#
for obj in collection.objects:
bpy.data.objects.remove(obj, do_unlink=True)
bpy.data.collections.remove(collection)
#cria os pontos nuima collection chamada Points
#=====================================================
collection = bpy.data.collections.new(name)
bpy.context.scene.collection.children.link(collection)
#
layer_collection = bpy.context.view_layer.layer_collection.children[collection.name]
bpy.context.view_layer.active_layer_collection = layer_collection
#
for point in range(amount):
bpy.ops.mesh.primitive_plane_add(enter_editmode=True, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1))
bpy.ops.mesh.merge(type='CENTER')
bpy.ops.object.editmode_toggle()
bpy.context.active_object.name = name+'.'+str(1000+point)[1:]
#=====================================================
def remove_dots(name):
#apagar collection points criada
collection = bpy.data.collections.get(name)
#
for obj in collection.objects:
bpy.data.objects.remove(obj, do_unlink=True)
bpy.data.collections.remove(collection)
def distance(point1, point2) -> float:
#Calculate distance between two points in 3D.
# return math.sqrt((point2[0] - point1[0]) ** 2 + (point2[1] - point1[1]) ** 2 + (point2[2] - point1[2]) ** 2)
return math.sqrt((point2.location[0] - point1.location[0]) ** 2 + (point2.location[1] - point1.location[1]) ** 2 + (point2.location[2] - point1.location[2]) ** 2)
def size_bone(point_name1, point_name2, bone):
p1 = bpy.data.objects[point_name1]
p2 = bpy.data.objects[point_name2]
#edit bones
if bpy.context.active_object.mode == 'EDIT':
bpy.context.object.data.edit_bones[bone].length= distance(p1,p2)
else:
bpy.ops.object.editmode_toggle()
bpy.context.object.data.edit_bones[bone].length= distance(p1,p2)
bpy.ops.object.editmode_toggle()
def create_bones(bones_list):
#===================================
#creating bones
#====================================
bpy.ops.object.armature_add(enter_editmode=True, align='WORLD', location=(0, 0, 0), scale=(1, 1, 1)) #cria armature e primeiro bone
#bpy.ops.object.editmode_toggle()
#bpy.data.armatures['Armature'].edit_bones.active = bpy.context.object.data.edit_bones['Bone']
obs = []
for ob in bpy.context.scene.objects:
if ob.type == 'ARMATURE':
obs.append(ob)
#obs
bpy.ops.armature.select_all(action='DESELECT')
obs[len(obs)-1].data.edit_bones['Bone'].select_tail=True
bpy.ops.armature.bone_primitive_add()#Spine
#Neck
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
#Face
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
bpy.ops.armature.bone_primitive_add()#Arm_L
#Forearm_L
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
bpy.ops.armature.bone_primitive_add()#Arm_R
#Forearm_R
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
bpy.ops.armature.bone_primitive_add()#Thigh_L
#Leg_L
#Foot_L
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
bpy.ops.armature.bone_primitive_add()#Thigh_R
#Leg_R
#Foot_R
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
bpy.ops.armature.extrude_move(ARMATURE_OT_extrude={"forked":False}, TRANSFORM_OT_translate={"value":(0.0, 0.0, 0.1)})
for i in range(len(bones_list)):
obs[len(obs)-1].data.edit_bones[bones_list[i][0]].name = bones_list[i][1]
#Hierarquia
bpy.context.object.data.edit_bones["Spine"].parent = bpy.context.object.data.edit_bones["Root"]
bpy.context.object.data.edit_bones["Arm_L"].parent = bpy.context.object.data.edit_bones["Spine"]
bpy.context.object.data.edit_bones["Arm_R"].parent = bpy.context.object.data.edit_bones["Spine"]
bpy.context.object.data.edit_bones["Thigh_L"].parent = bpy.context.object.data.edit_bones["Root"]
bpy.context.object.data.edit_bones["Thigh_R"].parent = bpy.context.object.data.edit_bones["Root"]
bpy.ops.object.editmode_toggle()
def distance(point1, point2) -> float:
#Calculate distance between two points in 3D.
#return math.sqrt((point2[0] - point1[0]) ** 2 + (point2[1] - point1[1]) ** 2 + (point2[2] - point1[2]) ** 2)
return math.sqrt((point2.location[0] - point1.location[0]) ** 2 + (point2.location[1] - point1.location[1]) ** 2 + (point2.location[2] - point1.location[2]) ** 2)
def size_bone(point_name1, point_name2, bone):
p1 = bpy.data.objects[point_name1]
p2 = bpy.data.objects[point_name2]
#edit bones
if bpy.context.active_object.mode == 'EDIT':
bpy.context.object.data.edit_bones[bone].length= distance(p1,p2)
else:
bpy.ops.object.editmode_toggle()
bpy.context.object.data.edit_bones[bone].length= distance(p1,p2)
bpy.ops.object.editmode_toggle()
def size_ref_bone(p1,p2,p_final):
from mathutils import Vector
import bpy
## size of the reference bone (spine)
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects[p1].select_set(True)
bpy.data.objects[p2].select_set(True)
# bpy.context.view_layer.objects.active = bpy.data.objects['Point.034']
bpy.context.view_layer.objects.active = bpy.data.objects[p2]
obs = bpy.context.selected_objects
n = len(obs)
# print('n: ',n)
assert(n)
#scene.cursor.location = sum([o.matrix_world.translation for o in obs], Vector()) / n
#bpy.data.objects[p_middle].location = sum([o.matrix_world.translation for o in obs], Vector()) / n
x_subtract = abs(obs[0].matrix_world.translation.x - obs[1].matrix_world.translation.x)
y_subtract = abs(obs[0].matrix_world.translation.y - obs[1].matrix_world.translation.y)
z_subtract = abs(obs[0].matrix_world.translation.z - obs[1].matrix_world.translation.z)
max(x_subtract, y_subtract, z_subtract) #maior das medidas
unit_def = max(x_subtract, y_subtract, z_subtract)/3
#end of size of reference bone Spine
return unit_def
def size_of_bones(unit, root_size, spine_size, neck_size, face_size, thigh_size, leg_size, foot_size, arm_size, forearm_size):
#==========================================
#selecting and making the armature Active
#selecionando armature
#==========================================
bpy.ops.object.select_all(action='DESELECT')
#bpy.ops.armature.select_all(action='DESELECT')
obs = []
for ob in bpy.context.scene.objects:
if ob.type == 'ARMATURE':
obs.append(ob)
#obs
armature = obs[len(obs)-1].name
#bpy.data.objects[armature].select_set(True)
obs[len(obs)-1].select_set(True)
view_layer = bpy.context.view_layer
#Armature_obj = bpy.context.scene.objects[armature]
Armature_obj = obs[len(obs)-1]
view_layer.objects.active = Armature_obj
#converting to euler rotation
order = 'XYZ'
context = bpy.context
rig_object = context.active_object
for pb in rig_object.pose.bones:
pb.rotation_mode = order
bpy.ops.object.editmode_toggle()
#changing location
#resetting
bpy.context.object.data.edit_bones["Spine"].head.xy=0
bpy.context.object.data.edit_bones["Neck"].head.xy=0
bpy.context.object.data.edit_bones["Face"].head.xy=0
bpy.context.object.data.edit_bones["Arm_L"].head.xy=0
bpy.context.object.data.edit_bones["Forearm_L"].head.xy=0
bpy.context.object.data.edit_bones["Arm_R"].head.xy=0
bpy.context.object.data.edit_bones["Forearm_R"].head.xy=0
bpy.context.object.data.edit_bones["Thigh_L"].head.xy=0
bpy.context.object.data.edit_bones["Leg_L"].head.xy=0
bpy.context.object.data.edit_bones["Foot_L"].head.xy=0
bpy.context.object.data.edit_bones["Thigh_R"].head.xy=0
bpy.context.object.data.edit_bones["Leg_R"].head.xy=0
bpy.context.object.data.edit_bones["Foot_R"].head.xy=0
#tail
bpy.context.object.data.edit_bones["Face"].tail.xy=0
bpy.context.object.data.edit_bones["Neck"].tail.xy=0
bpy.context.object.data.edit_bones["Forearm_L"].tail.xy=0
bpy.context.object.data.edit_bones["Forearm_R"].tail.xy=0
bpy.context.object.data.edit_bones["Foot_L"].tail.xy=0
bpy.context.object.data.edit_bones["Foot_R"].tail.xy=0
bpy.context.object.data.edit_bones["Root"].length = root_size
bpy.context.object.data.edit_bones["Spine"].head.z = unit/2
bpy.context.object.data.edit_bones["Spine"].tail.z = spine_size
bpy.context.object.data.edit_bones["Neck"].tail.z = spine_size + neck_size
bpy.context.object.data.edit_bones["Neck"].tail.y = neck_size/3
bpy.context.object.data.edit_bones["Face"].tail.z = spine_size + neck_size
bpy.context.object.data.edit_bones["Face"].tail.y = face_size*-1
bpy.context.object.data.edit_bones["Arm_L"].head.z= spine_size
bpy.context.object.data.edit_bones["Arm_L"].head.x= unit*3/4
bpy.context.object.data.edit_bones["Forearm_L"].head.z= spine_size
bpy.context.object.data.edit_bones["Forearm_L"].head.x= unit + arm_size
bpy.context.object.data.edit_bones["Forearm_L"].tail.z= spine_size
bpy.context.object.data.edit_bones["Forearm_L"].tail.x= unit + arm_size + forearm_size
bpy.context.object.data.edit_bones["Arm_R"].head.z= spine_size
bpy.context.object.data.edit_bones["Arm_R"].head.x= (unit*3/4)*-1
bpy.context.object.data.edit_bones["Forearm_R"].head.z= spine_size
bpy.context.object.data.edit_bones["Forearm_R"].head.x= (unit + arm_size) *-1
bpy.context.object.data.edit_bones["Forearm_R"].tail.z= spine_size
bpy.context.object.data.edit_bones["Forearm_R"].tail.x= (unit + arm_size + forearm_size) *-1
bpy.context.object.data.edit_bones["Thigh_L"].head.x= unit*3/4
bpy.context.object.data.edit_bones["Thigh_L"].head.z= (unit/5)*-1
bpy.context.object.data.edit_bones["Leg_L"].head.x= unit*3/4
bpy.context.object.data.edit_bones["Leg_L"].head.z= (unit/5 + thigh_size)*-1
bpy.context.object.data.edit_bones["Foot_L"].head.x= unit*3/4
bpy.context.object.data.edit_bones["Foot_L"].head.z= (unit/5 + thigh_size + leg_size)*-1
bpy.context.object.data.edit_bones["Foot_L"].tail.x= unit*3/4
bpy.context.object.data.edit_bones["Foot_L"].tail.z= (unit/5 + thigh_size + leg_size + foot_size/2)*-1
bpy.context.object.data.edit_bones["Foot_L"].tail.y= foot_size/2*-1
bpy.context.object.data.edit_bones["Thigh_R"].head.x= unit*3/4*-1
bpy.context.object.data.edit_bones["Thigh_R"].head.z= (unit/5)*-1
bpy.context.object.data.edit_bones["Leg_R"].head.x= unit*3/4*-1
bpy.context.object.data.edit_bones["Leg_R"].head.z= (unit/5 + thigh_size)*-1
bpy.context.object.data.edit_bones["Foot_R"].head.x= unit*3/4*-1
bpy.context.object.data.edit_bones["Foot_R"].head.z= (unit/5 + thigh_size + leg_size)*-1
bpy.context.object.data.edit_bones["Foot_R"].tail.x= unit*3/4*-1
bpy.context.object.data.edit_bones["Foot_R"].tail.z= (unit/5 + thigh_size + leg_size + foot_size/2)*-1
bpy.context.object.data.edit_bones["Foot_R"].tail.y= foot_size/2*-1
bpy.ops.object.editmode_toggle()
def add_constraints(constraints, limit_rotation):
obs = []
for ob in bpy.context.scene.objects:
if ob.type == 'ARMATURE':
obs.append(ob)
#obs
bpy.ops.object.mode_set(mode='POSE')
for i in range(len(constraints)):
print('processar: ',constraints[i])
if constraints[i][1] == 'COPY_LOCATION' or constraints[i][1] == 'DAMPED_TRACK':
# print('in 1 j: ',j,' - name: ',constraints[i][0],' constraint: ',constraints[i][1])
obs[len(obs)-1].data.bones.active = obs[len(obs)-1].pose.bones[constraints[i][0]].bone
obs[len(obs)-1].pose.bones[constraints[i][0]].bone.select = True
#
bpy.ops.pose.constraint_add(type=constraints[i][1])
qtd_constraint = len(bpy.context.object.pose.bones[constraints[i][0]].constraints)
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].target = bpy.data.objects[constraints[i][2]]
if constraints[i][1] == 'DAMPED_TRACK' and len(constraints[i])==4:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].track_axis = constraints[i][3]
#
if constraints[i][1] == 'LIMIT_ROTATION' and limit_rotation == True :
qtd_constraint = len(bpy.context.object.pose.bones[constraints[i][0]].constraints)
if constraints[i][2] == 'LOCAL':
bpy.ops.pose.constraint_add(type=constraints[i][1])
qtd_constraint = len(bpy.context.object.pose.bones[constraints[i][0]].constraints)
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].owner_space = constraints[i][2]
if constraints[i][2] == 'X':
if constraints[i][3] == True:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].use_limit_x = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].min_x = constraints[i][4]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].max_x = constraints[i][5]
if constraints[i][2] == 'Y':
if constraints[i][3] == True:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].use_limit_y = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].min_y = constraints[i][4]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].max_y = constraints[i][5]
if constraints[i][2] == 'Z':
if constraints[i][3] == True:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].use_limit_z = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].min_z = constraints[i][4]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].max_z = constraints[i][5]
def add_constraints_track_X(constraints,limit_rotation):
obs = []
for ob in bpy.context.scene.objects:
if ob.type == 'ARMATURE':
obs.append(ob)
#obs
bpy.ops.object.mode_set(mode='POSE')
for i in range(len(constraints)):
print('processar: ',constraints[i])
if constraints[i][1] == 'COPY_LOCATION' or constraints[i][1] == 'DAMPED_TRACK':
# print('in 1 j: ',j,' - name: ',constraints[i][0],' constraint: ',constraints[i][1])
obs[len(obs)-1].data.bones.active = obs[len(obs)-1].pose.bones[constraints[i][0]].bone
obs[len(obs)-1].pose.bones[constraints[i][0]].bone.select = True
#
bpy.ops.pose.constraint_add(type=constraints[i][1])
qtd_constraint = len(bpy.context.object.pose.bones[constraints[i][0]].constraints)
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].target = bpy.data.objects[constraints[i][2]]
if constraints[i][1] == 'DAMPED_TRACK' and len(constraints[i])>=4:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].track_axis = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].influence = constraints[i][4]
#
if constraints[i][1] == 'LIMIT_ROTATION' and limit_rotation == True:
qtd_constraint = len(bpy.context.object.pose.bones[constraints[i][0]].constraints)
if constraints[i][2] == 'LOCAL':
bpy.ops.pose.constraint_add(type=constraints[i][1])
qtd_constraint = len(bpy.context.object.pose.bones[constraints[i][0]].constraints)
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].owner_space = constraints[i][2]
if constraints[i][2] == 'X':
if constraints[i][3] == True:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].use_limit_x = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].min_x = constraints[i][4]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].max_x = constraints[i][5]
if constraints[i][2] == 'Y':
if constraints[i][3] == True:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].use_limit_y = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].min_y = constraints[i][4]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].max_y = constraints[i][5]
if constraints[i][2] == 'Z':
if constraints[i][3] == True:
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].use_limit_z = constraints[i][3]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].min_z = constraints[i][4]
bpy.context.object.pose.bones[constraints[i][0]].constraints[qtd_constraint-1].max_z = constraints[i][5]
from builtins import object
from builtins import range
import os
import os.path
# import getopt
import sys
import xml.dom.minidom
import string
import re
import array
import bpy
#from bpy.props import BoolProperty, IntProperty, EnumProperty
import mathutils
#from bpy_extras.io_utils import ExportHelper
from os import remove
import time
#import math
import struct
# path = self.filepath
# context.scene.sk_value_prop.sk_smpl_path = os.path.dirname(self.filepath)
# context.scene.sk_value_prop.sk_smpl_path = self.filepath
"""
python cacheFileExample.py -f mayaCacheFile.xml
"""
def fileFormatError():
print("Error: unable to read cache format\n");
sys.exit(2)
def readTag(fd,tagFOR,blockTag):
count = 4
blockTag.append(fd.read(4))
# Padding
if tagFOR == "FOR8":
fd.read(4)
count = 8
return count
def readInt(fd,needSwap,tagFOR):
intArray = array.array('l')
size = 1
if tagFOR == "FOR8":
size = 2
intArray.fromfile(fd,size)
if needSwap:
intArray.byteswap()
return intArray[size - 1]
class CacheChannel(object):
m_channelName = ""
m_channelType = ""
m_channelInterp = ""
m_sampleType = ""
m_sampleRate = 0
m_startTime = 0
m_endTime = 0
def __init__(self,channelName,channelType,interpretation,samplingType,samplingRate,startTime,endTime):
self.m_channelName = channelName
self.m_channelType = channelType
self.m_channelInterp = interpretation
self.m_sampleType = samplingType
self.m_sampleRate = samplingRate
self.m_startTime = startTime
self.m_endTime = endTime
print("Channel Name =%s,type=%s,interp=%s,sampleType=%s,rate=%d,start=%d,end=%d\n"%(channelName, channelType, interpretation, samplingType, samplingRate, startTime, endTime))
class CacheFile(object):
m_baseFileName = ""
m_directory = ""
m_cacheType = ""
m_cacheStartTime = 0
m_cacheEndTime = 0
m_timePerFrame = 0
m_version = 0.0
m_channels = []
m_printChunkInfo = False
m_tagSize = 4
m_blockTypeSize = 4
m_glCount = 0
m_numFramesToPrint = 2
# m_numFramesToPrint = 135
#
########################################################################
# Description:
# Class constructor - tries to figure out full path to cache
# xml description file before calling parseDescriptionFile()
#
def __init__(self,fileName):
# fileName can be the full path to the .xml description file,
# or just the filename of the .xml file, with or without extension
# if it is in the current directory
dir = os.path.dirname(fileName)
fullPath = ""
if dir == "":
currDir = os.getcwd()
fullPath = os.path.join(currDir,fileName)
if not os.path.exists(fullPath):
fileName = fileName + '.xml';
fullPath = os.path.join(currDir,fileName)
if not os.path.exists(fullPath):
print("Sorry, can't find the file %s to be opened\n" % fullPath)
sys.exit(2)
else:
fullPath = fileName
#
self.m_baseFileName = os.path.basename(fileName).split('.')[0]
self.m_directory = os.path.dirname(fullPath)
self.parseDescriptionFile(fullPath)
########################################################################
# Description:
# Given the full path to the xml cache description file, this
# method parses its contents and sets the relevant member variables
#
def parseDescriptionFile(self,fullPath):
dom = xml.dom.minidom.parse(fullPath)
root = dom.getElementsByTagName("Autodesk_Cache_File")
allNodes = root[0].childNodes
for node in allNodes:
if node.nodeName == "cacheType":
self.m_cacheType = node.attributes.item(0).nodeValue
if node.nodeName == "time":
timeRange = node.attributes.item(0).nodeValue.split('-')
self.m_cacheStartTime = int(timeRange[0])
self.m_cacheEndTime = int(timeRange[1])
if node.nodeName == "cacheTimePerFrame":
self.m_timePerFrame = int(node.attributes.item(0).nodeValue)
if node.nodeName == "cacheVersion":
self.m_version = float(node.attributes.item(0).nodeValue)
if node.nodeName == "Channels":
self.parseChannels(node.childNodes)
########################################################################
# Description:
# helper method to extract channel information
#
def parseChannels(self,channels):
for channel in channels:
if re.compile("channel").match(channel.nodeName) != None :
channelName = ""
channelType = ""
channelInterp = ""
sampleType = ""
sampleRate = 0
startTime = 0
endTime = 0
for index in range(0,channel.attributes.length):
attrName = channel.attributes.item(index).nodeName
if attrName == "ChannelName":
channelName = channel.attributes.item(index).nodeValue
if attrName == "ChannelInterpretation":
channelInterp = channel.attributes.item(index).nodeValue
if attrName == "EndTime":
endTime = int(channel.attributes.item(index).nodeValue)
if attrName == "StartTime":
startTime = int(channel.attributes.item(index).nodeValue)
if attrName == "SamplingRate":
sampleRate = int(channel.attributes.item(index).nodeValue)
if attrName == "SamplingType":
sampleType = channel.attributes.item(index).nodeValue
if attrName == "ChannelType":
channelType = channel.attributes.item(index).nodeValue
channelObj = CacheChannel(channelName,channelType,channelInterp,sampleType,sampleRate,startTime,endTime)
self.m_channels.append(channelObj)
def printIntData( self, count, data, desc ):
if self.m_printChunkInfo:
print("%0.2d %d %s" % (count, data, desc ))
def printBlockSize( self, count, blockSize ):
if self.m_printChunkInfo:
print("%0.2d %d Bytes" % (count, blockSize))
def printTag( self, count, tag ):
if self.m_printChunkInfo:
print("%0.2d %s" % (count, tag))
def printString( self, text ):
if self.m_printChunkInfo:
print(text)
def printTime( self, count, time ):
if self.m_printChunkInfo:
print("%0.2d %d sec" % (count, time))
def readHeader( self, fd,needSwap,tagFOR ):
self.printString( "\nHEADER" )
#CACH
blockTag = fd.read(self.m_tagSize)
self.m_glCount += self.m_tagSize
self.printTag(self.m_glCount, blockTag)
#
#VRSN (version)
blockTagList = []
self.m_glCount += readTag(fd, tagFOR, blockTagList)
self.printTag( self.m_glCount, blockTagList[0] )
#
blockSize = readInt(fd,needSwap,tagFOR)
self.m_glCount += self.m_blockTypeSize
self.printBlockSize(self.m_glCount, blockSize)
#
version = fd.read(self.m_blockTypeSize)
self.m_glCount += self.m_blockTypeSize
self.printTag(self.m_glCount, version)
#
#STIM (start time)
blockTagList = []
self.m_glCount += readTag(fd, tagFOR, blockTagList)
self.printTag(self.m_glCount, blockTagList[0])
#
blockSize = readInt(fd,needSwap,tagFOR)
self.m_glCount += self.m_blockTypeSize
self.printBlockSize(self.m_glCount, blockSize)
#
startTime = readInt(fd,needSwap,tagFOR)
self.m_glCount += self.m_blockTypeSize
self.printTime( self.m_glCount, startTime )
#
#ETIM (end time)
blockTagList = []
self.m_tagSize = readTag(fd, tagFOR, blockTagList)
self.m_glCount += self.m_tagSize
self.printTag(self.m_glCount, blockTagList[0])
#
blockSize = readInt(fd,needSwap,tagFOR)
self.m_glCount += self.m_blockTypeSize
self.printBlockSize(self.m_glCount, blockSize)
#
endtime = readInt(fd,needSwap,tagFOR)
self.m_glCount += self.m_blockTypeSize
self.printTime( self.m_glCount, endtime )
def readData(self, fd, bytesRead, dataBlockSize, needSwap, tagFOR ):
# print "Data found at time %f seconds:\n"%(time/6000.0)
while bytesRead < dataBlockSize:
#
self.printString( "\nDATA" )
#
#channel name is next.
#the tag for this must be CHNM
blockTagList = []
bytesRead += readTag(fd, tagFOR, blockTagList)
self.m_glCount += bytesRead
self.printTag(self.m_glCount, blockTagList[0])
#
chnmTag = blockTagList[0]
if chnmTag != b"CHNM":
fileFormatError()
#
#Next comes a 32/64 bit that tells us how long the
#channel name is
chnmSize = readInt(fd,needSwap,tagFOR)
bytesRead += self.m_blockTypeSize
self.m_glCount += bytesRead
self.printBlockSize(self.m_glCount, chnmSize)
#
#The string is padded out to 32 bit boundaries,
#so we may need to read more than chnmSize
mask = 3
if tagFOR == b"FOR8":
mask = 7
chnmSizeToRead = (chnmSize + mask) & (~mask)
channelName = fd.read(chnmSize)
paddingSize = chnmSizeToRead-chnmSize
if paddingSize > 0:
fd.read(paddingSize)
bytesRead += chnmSizeToRead
self.m_glCount += bytesRead
self.printTag(self.m_glCount, channelName)
#
#Next is the SIZE field, which tells us the length
#of the data array
blockTagList = []
bytesRead += readTag(fd, tagFOR, blockTagList)