[Bf-extensions-cvs] [3b97049] master: Fix T45322: 'force connect' bones not working correctly with leaf ones when 'remove leaves' option is set.

Bastien Montagne noreply at git.blender.org
Sun Jul 5 15:38:13 CEST 2015


Commit: 3b9704930864a72e399341c3f685e8879a79340a
Author: Bastien Montagne
Date:   Sun Jul 5 15:34:54 2015 +0200
Branches: master
https://developer.blender.org/rBA3b9704930864a72e399341c3f685e8879a79340a

Fix T45322: 'force connect' bones not working correctly with leaf ones when 'remove leaves' option is set.

Also, refined the whole 'force connect' behavior, such that bones having several children also get their
tail position adjusted to the average children head positions.

This shall finalize our support for 'point-only' based armatures.

And to think that original FBX had a real bone-type armature... :'(

===================================================================

M	io_scene_fbx/__init__.py
M	io_scene_fbx/import_fbx.py

===================================================================

diff --git a/io_scene_fbx/__init__.py b/io_scene_fbx/__init__.py
index 5a98fcd..b91696d 100644
--- a/io_scene_fbx/__init__.py
+++ b/io_scene_fbx/__init__.py
@@ -21,7 +21,7 @@
 bl_info = {
     "name": "FBX format",
     "author": "Campbell Barton, Bastien Montagne, Jens Restemeier",
-    "version": (3, 4, 3),
+    "version": (3, 4, 4),
     "blender": (2, 74, 0),
     "location": "File > Import-Export",
     "description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
diff --git a/io_scene_fbx/import_fbx.py b/io_scene_fbx/import_fbx.py
index 0e60ba3..b9384eb 100644
--- a/io_scene_fbx/import_fbx.py
+++ b/io_scene_fbx/import_fbx.py
@@ -39,7 +39,10 @@ from mathutils import Matrix, Euler, Vector
 # Utils
 from . import parse_fbx, fbx_utils
 
-from .parse_fbx import data_types, FBXElem
+from .parse_fbx import (
+    data_types,
+    FBXElem,
+)
 from .fbx_utils import (
     PerfMon,
     units_blender_to_fbx_factor,
@@ -47,7 +50,7 @@ from .fbx_utils import (
     array_to_matrix4,
     similar_values,
     similar_values_iter,
-    FBXImportSettings
+    FBXImportSettings,
 )
 
 # global singleton, assign on execution
@@ -1459,10 +1462,12 @@ class FbxImportHelperNode:
     It tries to keep the correction data in one place so it can be applied consistently to the imported data.
     """
 
-    __slots__ = ('_parent', 'anim_compensation_matrix', 'armature_setup', 'armature', 'bind_matrix',
-                 'bl_bone', 'bl_data', 'bl_obj', 'bone_child_matrix', 'children', 'clusters',
-                 'fbx_elem', 'fbx_name', 'fbx_transform_data', 'fbx_type', 'has_bone_children', 'ignore', 'is_armature',
-                 'is_bone', 'is_root', 'matrix', 'matrix_as_parent', 'matrix_geom', 'meshes', 'post_matrix', 'pre_matrix')
+    __slots__ = (
+        '_parent', 'anim_compensation_matrix', 'armature_setup', 'armature', 'bind_matrix',
+        'bl_bone', 'bl_data', 'bl_obj', 'bone_child_matrix', 'children', 'clusters',
+        'fbx_elem', 'fbx_name', 'fbx_transform_data', 'fbx_type',
+        'is_armature', 'has_bone_children', 'is_bone', 'is_root', 'is_leaf',
+        'matrix', 'matrix_as_parent', 'matrix_geom', 'meshes', 'post_matrix', 'pre_matrix')
 
     def __init__(self, fbx_elem, bl_data, fbx_transform_data, is_bone):
         self.fbx_name = elem_name_ensure_class(fbx_elem, b'Model') if fbx_elem else 'Unknown'
@@ -1477,7 +1482,7 @@ class FbxImportHelperNode:
         self.is_armature = False
         self.armature = None                    # For bones only, relevant armature node.
         self.has_bone_children = False          # True if the hierarchy below this node contains bones, important to support mixed hierarchies.
-        self.ignore = False                     # True for leaf-bones added to the end of some bone chains to set the lengths.
+        self.is_leaf = False                    # True for leaf-bones added to the end of some bone chains to set the lengths.
         self.pre_matrix = None                  # correction matrix that needs to be applied before the FBX transform
         self.bind_matrix = None                 # for bones this is the matrix used to bind to the skin
         if fbx_transform_data:
@@ -1507,6 +1512,12 @@ class FbxImportHelperNode:
         if self._parent is not None:
             self._parent.children.append(self)
 
+    @property
+    def ignore(self):
+        # Separating leaf status from ignore status itself.
+        # Currently they are equivalent, but this may change in future.
+        return self.is_leaf
+
     def __repr__(self):
         if self.fbx_elem:
             return self.fbx_elem.props[1].decode()
@@ -1516,6 +1527,7 @@ class FbxImportHelperNode:
     def print_info(self, indent=0):
         print(" " * indent + (self.fbx_name if self.fbx_name else "(Null)")
               + ("[root]" if self.is_root else "")
+              + ("[leaf]" if self.is_leaf else "")
               + ("[ignore]" if self.ignore else "")
               + ("[armature]" if self.is_armature else "")
               + ("[bone]" if self.is_bone else "")
@@ -1528,7 +1540,7 @@ class FbxImportHelperNode:
         if self.is_bone and len(self.children) == 1:
             child = self.children[0]
             if child.is_bone and len(child.children) == 0:
-                child.ignore = True  # Ignore leaf bone at end of chain
+                child.is_leaf = True
         for child in self.children:
             child.mark_leaf_bones()
 
@@ -1777,8 +1789,42 @@ class FbxImportHelperNode:
                 child.collect_armature_meshes()
 
     def build_skeleton(self, arm, parent_matrix, parent_bone_size=1, force_connect_children=False):
-        # ----
-        # Now, create the (edit)bone.
+        def child_connect(par_bone, child_bone, child_head, connect_ctx):
+            # child_bone or child_head may be None.
+            force_connect_children, connected = connect_ctx
+            if child_bone is not None:
+                child_bone.parent = par_bone
+                child_head = child_bone.head
+
+            if similar_values_iter(par_bone.tail, child_head):
+                if child_bone is not None:
+                    child_bone.use_connect = True
+                # Disallow any force-connection at this level from now on, since that child was 'really'
+                # connected, we do not want to move current bone's tail anymore!
+                connected = None
+            elif force_connect_children and connected is not None:
+                # We only store position where tail of par_bone should be in the end.
+                # Actual tail moving and force connection of compatible child bones will happen
+                # once all have been checked.
+                if connected is ...:
+                    connected = ([child_head.copy(), 1], [child_bone] if child_bone is not None else [])
+                else:
+                    connected[0][0] += child_head
+                    connected[0][1] += 1
+                    if child_bone is not None:
+                        connected[1].append(child_bone)
+            connect_ctx[1] = connected
+
+        def child_connect_finalize(par_bone, connect_ctx):
+            force_connect_children, connected = connect_ctx
+            # Do nothing if force connection is not enabled!
+            if force_connect_children and connected is not None and connected is not ...:
+                par_bone.tail = par_tail = connected[0][0] / connected[0][1]
+                for child_bone in connected[1]:
+                    if similar_values_iter(par_tail, child_bone.head):
+                        child_bone.use_connect = True
+
+        # Create the (edit)bone.
         bone = arm.bl_data.edit_bones.new(name=self.fbx_name)
         bone.select = True
         self.bl_obj = arm.bl_obj
@@ -1812,43 +1858,20 @@ class FbxImportHelperNode:
         # while Blender attaches to the tail.
         self.bone_child_matrix = Matrix.Translation(-bone_tail)
 
-        connected = ...
+        connect_ctx = [force_connect_children, ...]
         for child in self.children:
-            if child.ignore:
-                continue
-            if child.is_bone:
+            if child.is_leaf and force_connect_children:
+                # Arggggggggggggggggg! We do not want to create this bone, but we need its 'virtual head' location
+                # to orient current one!!!
+                child_head = (bone_matrix * child.get_bind_matrix().normalized()).translation
+                child_connect(bone, None, child_head, connect_ctx)
+            elif child.is_bone and not child.ignore:
                 child_bone = child.build_skeleton(arm, bone_matrix, bone_size,
                                                   force_connect_children=force_connect_children)
                 # Connection to parent.
-                child_bone.parent = bone
-                if similar_values_iter(bone.tail, child_bone.head):
-                    child_bone.use_connect = True
-                    # Disallow any force-connection at this level from now on, since that child was 'really'
-                    # connected, we do not want to move current bone's tail anymore!
-                    if connected is ...:
-                        connected = None
-                    elif connected is not None:
-                        # We already force-connected some children, so we have to store that child_bone in
-                        # force-connected list as well (since current bone's tail is no more in its original position).
-                        connected[1].append(child_bone)
-                elif force_connect_children and connected is not None:
-                    if connected is ...:  # First child bone to force-connect, it's OK so far.
-                        connected = (bone.tail.copy(), [child_bone])
-                        bone.tail = child_bone.head
-                        child_bone.use_connect = True
-                    else:
-                        # We already have at least one child bone force-connected.
-                        # Since we already moved current bone's tail to match that child,
-                        # if current child bone had been 'compatible' (same head position) it would have been
-                        # already handled by code above.
-                        # This means that at this point we know we have several child bones with different head
-                        # positions, hence we cannot force-connect them to current bone. We need to restore
-                        # situation prior to first force-connect!
-                        for cb in connected[1]:
-                            cb.use_connect = False
-                        bone.tail = connected[0]
-                        connected = None
+                child_connect(bone, child_bone, None, connect_ctx)
 
+        child_connect_finalize(bone, connect_ctx)
         return bone
 
     def build_node_obj(self, fbx_tmpl, settings):



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