[Bf-extensions-cvs] [87ffe55f] master: glTF importer: better multi-object animation management
Julien Duroure
noreply at git.blender.org
Tue Sep 17 22:18:58 CEST 2019
Commit: 87ffe55fd5f704fd981b678f94f3570268025955
Author: Julien Duroure
Date: Tue Sep 17 22:18:19 2019 +0200
Branches: master
https://developer.blender.org/rBA87ffe55fd5f704fd981b678f94f3570268025955
glTF importer: better multi-object animation management
===================================================================
M io_scene_gltf2/__init__.py
M io_scene_gltf2/blender/imp/gltf2_blender_animation.py
M io_scene_gltf2/blender/imp/gltf2_blender_animation_bone.py
M io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
M io_scene_gltf2/blender/imp/gltf2_blender_animation_utils.py
A io_scene_gltf2/blender/imp/gltf2_blender_animation_weight.py
M io_scene_gltf2/blender/imp/gltf2_blender_gltf.py
M io_scene_gltf2/blender/imp/gltf2_blender_scene.py
===================================================================
diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 6fa115e8..48b49ed5 100755
--- a/io_scene_gltf2/__init__.py
+++ b/io_scene_gltf2/__init__.py
@@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
- "version": (0, 9, 67),
+ "version": (0, 9, 68),
'blender': (2, 81, 6),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_animation.py b/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
index 93014d00..6394145d 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
@@ -12,8 +12,12 @@
# See the License for the specific language governing permissions and
# limitations under the License.
+import bpy
+
from .gltf2_blender_animation_bone import BlenderBoneAnim
from .gltf2_blender_animation_node import BlenderNodeAnim
+from .gltf2_blender_animation_weight import BlenderWeightAnim
+from .gltf2_blender_animation_utils import restore_animation_on_object
class BlenderAnimation():
@@ -28,32 +32,28 @@ class BlenderAnimation():
BlenderBoneAnim.anim(gltf, anim_idx, node_idx)
else:
BlenderNodeAnim.anim(gltf, anim_idx, node_idx)
+ BlenderWeightAnim.anim(gltf, anim_idx, node_idx)
if gltf.data.nodes[node_idx].children:
for child in gltf.data.nodes[node_idx].children:
BlenderAnimation.anim(gltf, anim_idx, child)
@staticmethod
- def stash_action(gltf, anim_idx, node_idx, action_name):
+ def restore_animation(gltf, node_idx, animation_name):
+ """Restores the actions for an animation by its track name on
+ the subtree starting at node_idx."""
+ node = gltf.data.nodes[node_idx]
- if gltf.data.nodes[node_idx].is_joint:
- BlenderBoneAnim.stash_action(gltf, anim_idx, node_idx, action_name)
+ if node.is_joint:
+ obj = bpy.data.objects[gltf.data.skins[node.skin_id].blender_armature_name]
else:
- BlenderNodeAnim.stash_action(gltf, anim_idx, node_idx, action_name)
-
- if gltf.data.nodes[node_idx].children:
- for child in gltf.data.nodes[node_idx].children:
- BlenderAnimation.stash_action(gltf, anim_idx, child, action_name)
+ obj = bpy.data.objects[node.blender_object]
- @staticmethod
- def restore_last_action(gltf, node_idx):
-
- if gltf.data.nodes[node_idx].is_joint:
- BlenderBoneAnim.restore_last_action(gltf, node_idx)
- else:
- BlenderNodeAnim.restore_last_action(gltf, node_idx)
+ restore_animation_on_object(obj, animation_name)
+ if obj.data and hasattr(obj.data, 'shape_keys'):
+ restore_animation_on_object(obj.data.shape_keys, animation_name)
if gltf.data.nodes[node_idx].children:
for child in gltf.data.nodes[node_idx].children:
- BlenderAnimation.restore_last_action(gltf, child)
+ BlenderAnimation.restore_animation(gltf, child, animation_name)
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_animation_bone.py b/io_scene_gltf2/blender/imp/gltf2_blender_animation_bone.py
index ef88bc37..74b907ae 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation_bone.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation_bone.py
@@ -18,7 +18,7 @@ from mathutils import Matrix
from ..com.gltf2_blender_conversion import loc_gltf_to_blender, quaternion_gltf_to_blender, scale_to_matrix
from ...io.imp.gltf2_io_binary import BinaryData
-from .gltf2_blender_animation_utils import simulate_stash, restore_last_action
+from .gltf2_blender_animation_utils import simulate_stash
class BlenderBoneAnim():
@@ -40,31 +40,6 @@ class BlenderBoneAnim():
else:
kf.interpolation = 'LINEAR'
- @staticmethod
- def stash_action(gltf, anim_idx, node_idx, action_name):
- node = gltf.data.nodes[node_idx]
- obj = bpy.data.objects[gltf.data.skins[node.skin_id].blender_armature_name]
-
- if anim_idx not in node.animations.keys():
- return
-
- if (obj.name, action_name) in gltf.actions_stashed.keys():
- return
-
- start_frame = bpy.context.scene.frame_start
-
- animation_name = gltf.data.animations[anim_idx].name
- simulate_stash(obj, animation_name, bpy.data.actions[action_name], start_frame)
-
- gltf.actions_stashed[(obj.name, action_name)] = True
-
- @staticmethod
- def restore_last_action(gltf, node_idx):
- node = gltf.data.nodes[node_idx]
- obj = bpy.data.objects[gltf.data.skins[node.skin_id].blender_armature_name]
-
- restore_last_action(obj)
-
@staticmethod
def parse_translation_channel(gltf, node, obj, bone, channel, animation):
"""Manage Location animation."""
@@ -239,7 +214,8 @@ class BlenderBoneAnim():
def anim(gltf, anim_idx, node_idx):
"""Manage animation."""
node = gltf.data.nodes[node_idx]
- obj = bpy.data.objects[gltf.data.skins[node.skin_id].blender_armature_name]
+ blender_armature_name = gltf.data.skins[node.skin_id].blender_armature_name
+ obj = bpy.data.objects[blender_armature_name]
bone = obj.pose.bones[node.blender_bone_name]
if anim_idx not in node.animations.keys():
@@ -247,38 +223,16 @@ class BlenderBoneAnim():
animation = gltf.data.animations[anim_idx]
- if animation.name:
- name = animation.name + "_" + obj.name
- else:
- name = "Animation_" + str(anim_idx) + "_" + obj.name
- if len(name) >= 63:
- # Name is too long to be kept, we are going to keep only animation name for now
- name = animation.name
- if len(name) >= 63:
- # Very long name!
- name = "Animation_" + str(anim_idx)
- if name not in bpy.data.actions:
+ action = gltf.arma_cache.get(blender_armature_name)
+ if not action:
+ name = animation.track_name + "_" + obj.name
action = bpy.data.actions.new(name)
- else:
- if name in gltf.animation_managed:
- # multiple animation with same name in glTF file
- # Create a new action with new name if needed
- if name in gltf.current_animation_names.keys():
- action = bpy.data.actions[gltf.current_animation_names[name]]
- name = gltf.current_animation_names[name]
- else:
- action = bpy.data.actions.new(name)
- else:
- action = bpy.data.actions[name]
- # Check if this action has some users.
- # If no user (only 1 indeed), that means that this action must be deleted
- # (is an action from a deleted object)
- if action.users == 1:
- bpy.data.actions.remove(action)
- action = bpy.data.actions.new(name)
+ gltf.needs_stash.append((obj, animation.track_name, action))
+ gltf.arma_cache[blender_armature_name] = action
+
if not obj.animation_data:
obj.animation_data_create()
- obj.animation_data.action = bpy.data.actions[action.name]
+ obj.animation_data.action = action
for channel_idx in node.animations[anim_idx]:
channel = animation.channels[channel_idx]
@@ -292,6 +246,3 @@ class BlenderBoneAnim():
elif channel.target.path == "scale":
BlenderBoneAnim.parse_scale_channel(gltf, node, obj, bone, channel, animation)
- if action.name not in gltf.current_animation_names.keys():
- gltf.current_animation_names[name] = action.name
-
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py b/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
index cf570a20..0b020567 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation_node.py
@@ -18,7 +18,7 @@ from mathutils import Vector
from ..com.gltf2_blender_conversion import loc_gltf_to_blender, quaternion_gltf_to_blender, scale_gltf_to_blender
from ..com.gltf2_blender_conversion import correction_rotation
from ...io.imp.gltf2_io_binary import BinaryData
-from .gltf2_blender_animation_utils import simulate_stash, restore_last_action
+from .gltf2_blender_animation_utils import simulate_stash
class BlenderNodeAnim():
@@ -40,31 +40,6 @@ class BlenderNodeAnim():
else:
kf.interpolation = 'LINEAR'
- @staticmethod
- def stash_action(gltf, anim_idx, node_idx, action_name):
- node = gltf.data.nodes[node_idx]
- obj = bpy.data.objects[node.blender_object]
-
- if anim_idx not in node.animations.keys():
- return
-
- if (obj.name, action_name) in gltf.actions_stashed.keys():
- return
-
- start_frame = bpy.context.scene.frame_start
-
- animation_name = gltf.data.animations[anim_idx].name
- simulate_stash(obj, animation_name, bpy.data.actions[action_name], start_frame)
-
- gltf.actions_stashed[(obj.name, action_name)] = True
-
- @staticmethod
- def restore_last_action(gltf, node_idx):
- node = gltf.data.nodes[node_idx]
- obj = bpy.data.objects[node.blender_object]
-
- restore_last_action(obj)
-
@staticmethod
def anim(gltf, anim_idx, node_idx):
"""Manage animation."""
@@ -72,31 +47,25 @@ class BlenderNodeAnim():
obj = bpy.data.objects[node.blender_object]
fps = bpy.context.scene.render.fps
+ animation = gltf.data.animations[anim_idx]
+
if anim_idx not in node.animations.keys():
return
- animation = gltf.data.animations[anim_idx]
-
- if animation.name:
- name = animation.name + "_" + obj.name
+ for channel_idx in node.animations[anim_idx]:
+ channel
@@ Diff output truncated at 10240 characters. @@
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