[Bf-extensions-cvs] [8dd0687a] master: glTF importer: refactoring animation import
Julien Duroure
noreply at git.blender.org
Sat Apr 11 15:42:36 CEST 2020
Commit: 8dd0687a6796227c3846f94454dcd40358896c92
Author: Julien Duroure
Date: Sat Apr 11 15:36:52 2020 +0200
Branches: master
https://developer.blender.org/rBA8dd0687a6796227c3846f94454dcd40358896c92
glTF importer: refactoring animation import
===================================================================
M io_scene_gltf2/__init__.py
M io_scene_gltf2/blender/imp/gltf2_blender_animation.py
D 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
M io_scene_gltf2/blender/imp/gltf2_blender_animation_weight.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 ffcfeb7d..5317f0f8 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": (1, 2, 61),
+ "version": (1, 2, 62),
'blender': (2, 82, 7),
'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 71f3ec00..f01e5ee9 100755
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_animation.py
@@ -14,48 +14,47 @@
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
+from .gltf2_blender_animation_utils import simulate_stash, restore_animation_on_object
from .gltf2_blender_vnode import VNode
class BlenderAnimation():
- """Dispatch Animation to bone or object animation."""
+ """Dispatch Animation to node or morph weights animation."""
def __new__(cls, *args, **kwargs):
raise RuntimeError("%s should not be instantiated" % cls)
@staticmethod
- def anim(gltf, anim_idx, vnode_id):
- """Dispatch Animation to bone or object."""
- if isinstance(vnode_id, int):
- if gltf.vnodes[vnode_id].type == VNode.Bone:
- BlenderBoneAnim.anim(gltf, anim_idx, vnode_id)
- elif gltf.vnodes[vnode_id].type == VNode.Object:
+ def anim(gltf, anim_idx):
+ """Create actions/tracks for one animation."""
+ # Caches the action for each object (keyed by object name)
+ gltf.action_cache = {}
+ # Things we need to stash when we're done.
+ gltf.needs_stash = []
+
+ for vnode_id in gltf.vnodes:
+ if isinstance(vnode_id, int):
BlenderNodeAnim.anim(gltf, anim_idx, vnode_id)
+ BlenderWeightAnim.anim(gltf, anim_idx, vnode_id)
- BlenderWeightAnim.anim(gltf, anim_idx, vnode_id)
-
- for child in gltf.vnodes[vnode_id].children:
- BlenderAnimation.anim(gltf, anim_idx, child)
+ # Push all actions onto NLA tracks with this animation's name
+ track_name = gltf.data.animations[anim_idx].track_name
+ for (obj, action) in gltf.needs_stash:
+ simulate_stash(obj, track_name, action)
@staticmethod
- def restore_animation(gltf, vnode_id, animation_name):
- """Restores the actions for an animation by its track name on
- the subtree starting at node_idx."""
- vnode = gltf.vnodes[vnode_id]
-
- obj = None
- if vnode.type == VNode.Bone:
- obj = gltf.vnodes[vnode.bone_arma].blender_object
- elif vnode.type == VNode.Object:
- obj = vnode.blender_object
-
- if obj is not None:
+ def restore_animation(gltf, animation_name):
+ """Restores the actions for an animation by its track name."""
+ for vnode_id in gltf.vnodes:
+ vnode = gltf.vnodes[vnode_id]
+ if vnode.type == VNode.Bone:
+ obj = gltf.vnodes[vnode.bone_arma].blender_object
+ elif vnode.type == VNode.Object:
+ obj = vnode.blender_object
+ else:
+ continue
+
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)
-
- for child in gltf.vnodes[vnode_id].children:
- 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
deleted file mode 100755
index 6f65de43..00000000
--- a/io_scene_gltf2/blender/imp/gltf2_blender_animation_bone.py
+++ /dev/null
@@ -1,206 +0,0 @@
-# Copyright 2018-2019 The glTF-Blender-IO authors.
-#
-# Licensed under the Apache License, Version 2.0 (the "License");
-# you may not use this file except in compliance with the License.
-# You may obtain a copy of the License at
-#
-# http://www.apache.org/licenses/LICENSE-2.0
-#
-# Unless required by applicable law or agreed to in writing, software
-# distributed under the License is distributed on an "AS IS" BASIS,
-# WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-# See the License for the specific language governing permissions and
-# limitations under the License.
-
-import json
-import bpy
-from mathutils import Vector
-
-from ...io.imp.gltf2_io_binary import BinaryData
-from .gltf2_blender_animation_utils import simulate_stash, make_fcurve
-
-
-# In Blender we animate a pose bone. The final TRS of the bone depends on
-# both the edit bone and pose bone
-#
-# Final = EditBone * PoseBone
-# where
-# Final = Trans[ft] Rot[fr] Scale[fs]
-# EditBone = Trans[et] Rot[er] (edit bones have no scale)
-# PoseBone = Trans[pt] Rot[pr] Scale[ps]
-#
-# Given Final we can solve for the PoseBone we need to use with
-#
-# pt = Rot[er^{-1}] (ft - et)
-# pr = er^{-1} fr
-# ps = fs
-
-class BlenderBoneAnim():
- """Blender Bone Animation."""
- def __new__(cls, *args, **kwargs):
- raise RuntimeError("%s should not be instantiated" % cls)
-
- @staticmethod
- def parse_translation_channel(gltf, vnode, obj, bone, channel, animation):
- """Manage Location animation."""
- blender_path = "pose.bones[" + json.dumps(bone.name) + "].location"
- group_name = bone.name
-
- keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
- values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
-
- if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
- # TODO manage tangent?
- translation_keyframes = (
- gltf.loc_gltf_to_blender(values[idx * 3 + 1])
- for idx in range(0, len(keys))
- )
- else:
- translation_keyframes = (gltf.loc_gltf_to_blender(vals) for vals in values)
-
- final_translations = vnode.base_locs_to_final_locs(translation_keyframes)
-
- # Calculate pose bone trans from final bone trans
- edit_trans, edit_rot = vnode.editbone_trans, vnode.editbone_rot
- edit_rot_inv = edit_rot.conjugated()
- pose_translations = [
- edit_rot_inv @ (trans - edit_trans)
- for trans in final_translations
- ]
-
- BlenderBoneAnim.fill_fcurves(
- obj.animation_data.action,
- keys,
- pose_translations,
- group_name,
- blender_path,
- animation.samplers[channel.sampler].interpolation
- )
-
- @staticmethod
- def parse_rotation_channel(gltf, vnode, obj, bone, channel, animation):
- """Manage rotation animation."""
- blender_path = "pose.bones[" + json.dumps(bone.name) + "].rotation_quaternion"
- group_name = bone.name
-
- keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
- values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
-
- if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
- # TODO manage tangent?
- quat_keyframes = [
- gltf.quaternion_gltf_to_blender(values[idx * 3 + 1])
- for idx in range(0, len(keys))
- ]
- else:
- quat_keyframes = [gltf.quaternion_gltf_to_blender(vals) for vals in values]
-
- final_rots = vnode.base_rots_to_final_rots(quat_keyframes)
-
- # Calculate pose bone rotation from final bone rotation
- edit_rot = vnode.editbone_rot
- edit_rot_inv = edit_rot.conjugated()
- pose_rots = [
- edit_rot_inv @ rot
- for rot in final_rots
- ]
-
- # Manage antipodal quaternions
- for i in range(1, len(pose_rots)):
- if pose_rots[i].dot(pose_rots[i-1]) < 0:
- pose_rots[i] = -pose_rots[i]
-
- BlenderBoneAnim.fill_fcurves(
- obj.animation_data.action,
- keys,
- pose_rots,
- group_name,
- blender_path,
- animation.samplers[channel.sampler].interpolation
- )
-
- @staticmethod
- def parse_scale_channel(gltf, vnode, obj, bone, channel, animation):
- """Manage scaling animation."""
- blender_path = "pose.bones[" + json.dumps(bone.name) + "].scale"
- group_name = bone.name
-
- keys = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].input)
- values = BinaryData.get_data_from_accessor(gltf, animation.samplers[channel.sampler].output)
-
- if animation.samplers[channel.sampler].interpolation == "CUBICSPLINE":
- # TODO manage tangent?
- scale_keyframes = [
- gltf.scale_gltf_to_blender(values[idx * 3 + 1])
- for idx in range(0, len(keys))
- ]
- else:
- scale_keyframes = [gltf.scale_gltf_to_blender(vals) for vals in values]
-
- final_scales = vnode.base_scales_to_final_scales(scale_keyframes)
- pose_scales = final_scales # no change needed
-
- BlenderBoneAnim.fill_fcurves(
- obj.animation_data.action,
- keys,
- pose_scales,
- group_name,
- blender_path,
- animation.samplers[channel.sampler].interpolation
- )
-
- @staticmethod
- def fill_fcurves(action, keys, values, group_name, blender_path, interpolation):
- """Create FCurves from the keyframe-value pairs (one per component)."""
- fps = bp
@@ Diff output truncated at 10240 characters. @@
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