[Bf-extensions-cvs] [96a4166c] master: glTF importer: guess original bind pose from inverseBindMatrices

Julien Duroure noreply at git.blender.org
Tue Mar 17 08:37:13 CET 2020


Commit: 96a4166c8de27643bbdd3385aa6122922e1830ac
Author: Julien Duroure
Date:   Tue Mar 17 08:37:00 2020 +0100
Branches: master
https://developer.blender.org/rBA96a4166c8de27643bbdd3385aa6122922e1830ac

glTF importer: guess original bind pose from inverseBindMatrices

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

M	io_scene_gltf2/__init__.py
M	io_scene_gltf2/blender/imp/gltf2_blender_vnode.py

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

diff --git a/io_scene_gltf2/__init__.py b/io_scene_gltf2/__init__.py
index 6e9d73b9..ada6d1fa 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, 46),
+    "version": (1, 2, 47),
     'blender': (2, 82, 7),
     'location': 'File > Import-Export',
     'description': 'Import-Export as glTF 2.0',
@@ -870,11 +870,22 @@ class ImportGLTF2(Operator, ImportHelper):
         default="TEMPERANCE",
     )
 
+    guess_original_bind_pose: BoolProperty(
+        name='Guess original bind pose',
+        description=(
+            'Try to guess the original bind pose for skinned meshes from '
+            'the inverse bind matrices.\n'
+            'When off, use default/rest pose as bind pose'
+        ),
+        default=True,
+    )
+
     def draw(self, context):
         layout = self.layout
 
         layout.prop(self, 'import_pack_images')
         layout.prop(self, 'import_shading')
+        layout.prop(self, 'guess_original_bind_pose')
         layout.prop(self, 'bone_heuristic')
 
     def execute(self, context):
diff --git a/io_scene_gltf2/blender/imp/gltf2_blender_vnode.py b/io_scene_gltf2/blender/imp/gltf2_blender_vnode.py
index 554c09e9..8e17ee6b 100644
--- a/io_scene_gltf2/blender/imp/gltf2_blender_vnode.py
+++ b/io_scene_gltf2/blender/imp/gltf2_blender_vnode.py
@@ -14,6 +14,7 @@
 
 import bpy
 from mathutils import Vector, Quaternion, Matrix
+from ...io.imp.gltf2_io_binary import BinaryData
 
 from ..com.gltf2_blender_math import scale_rot_swap_matrix, nearby_signed_perm_matrix
 
@@ -364,14 +365,43 @@ def pick_bind_pose(gltf):
     Pick the bind pose for all bones. Skinned meshes will be retargeted onto
     this bind pose during mesh creation.
     """
+    if gltf.import_settings['guess_original_bind_pose']:
+        # Record inverse bind matrices. We're going to milk them for information
+        # about the original bind pose.
+        inv_binds = {'root': Matrix.Identity(4)}
+        for skin in gltf.data.skins or []:
+            if skin.inverse_bind_matrices is None:
+                continue
+
+            # Assume inverse bind matrices are calculated relative to the skeleton
+            skel = skin.skeleton
+            if skel is not None:
+                if skel in skin.joints:
+                    skel = gltf.vnodes[skel].parent
+                if skel not in inv_binds:
+                    inv_binds[skel] = Matrix.Identity(4)
+
+            skin_inv_binds = BinaryData.get_data_from_accessor(gltf, skin.inverse_bind_matrices)
+            skin_inv_binds = [gltf.matrix_gltf_to_blender(m) for m in skin_inv_binds]
+            for i, joint in enumerate(skin.joints):
+                inv_binds[joint] = skin_inv_binds[i]
+
     for vnode_id in gltf.vnodes:
         vnode = gltf.vnodes[vnode_id]
         if vnode.type == VNode.Bone:
-            # For now, use the node TR for bind pose.
-            # TODO: try calculating from inverseBindMatices?
+            # Initialize bind pose to default pose (from gltf.data.nodes)
             vnode.bind_trans = Vector(vnode.base_trs[0])
             vnode.bind_rot = Quaternion(vnode.base_trs[1])
 
+            if gltf.import_settings['guess_original_bind_pose']:
+                # Try to guess bind pose from inverse bind matrices
+                if vnode_id in inv_binds and vnode.parent in inv_binds:
+                    # (bind matrix) = (parent bind matrix) (bind local). Solve for bind local...
+                    bind_local = inv_binds[vnode.parent] @ inv_binds[vnode_id].inverted_safe()
+                    t, r, _s = bind_local.decompose()
+                    vnode.bind_trans = t
+                    vnode.bind_rot = r
+
             # Initialize editbones to match bind pose
             vnode.editbone_trans = Vector(vnode.bind_trans)
             vnode.editbone_rot = Quaternion(vnode.bind_rot)



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