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blender2cal3d.py
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blender2cal3d.py
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#!BPY
#fingers 2 each, knees 2.5, feet 2.5
"""
Name: 'Cal3D Exporter'
Blender: 249
Group: 'Export'
Tip: 'Export armature/bone data to the Cal3D library.'
"""
__author__ = ["Jean-Baptiste Lamy (Jiba)", "Chris Montijin", "Damien McGinnes", "David Young", "Alexey Dorokhov"]
__url__ = ("blender", "elysiun", "Cal3D, http://cal3d.sf.net")
__version__ = "1.0"
__bpydoc__ = """\
This script exports armature / bone data to the well known open source Cal3D
library.
Usage:
Simply run the script to export available armatures.
Supported:<br>
Cal3D format versions 0.7 -> 0.9.
Known issues:<br>
Animation export requires an open 3d graphics window.
When you finish an animation and run the script you can get an error
(something with KeyError). Just save your work and reload the model. This is
usually caused by deleted items hanging around;<br>
Cloth export only works reliably on a planar mesh (like a cape, or a
ribbon), not on a connected mesh (like a ball);
Notes:<br>
Objects/bones/actions whose names start by "_" are not exported so call IK
and null bones _LegIK, for example;<br>
Actions that start with '@' will be exported as actions, others will be
exported as cycles;<br>
Meshes whose names are prefixed with Cloth_ or cloth_ will have a spring
system created. Vertex group _cloth_weight is used to define the parts of
the mesh that act as anchors - give the 0 weight in this group. Otherwise 0.01
is a good weight. For now all springs have a coeff of 1000<br>
(The weights in _cloth_weight are stored as each included vertex's <PHYSIQUE> value.
Whatever that does);<br>
Faces with more than 3 sides are automatically split into triangles when they're
exported;<br>
"""
# $Id: blender2cal3d.py,v 1.4 2010/07/16 00:00:00 elefth Exp $
#
# Copyright (C) 2003 Jean-Baptiste LAMY -- [email protected]
# Copyright (C) 2004 Chris Montijin
# Copyright (C) 2004 Damien McGinnes
#
# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 2 of the License, or
# (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software
# Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
# This script is a Blender 2.49 => Cal3D 0.7/0.8/0.9/0.11 converter.
# (See http://blender.org and http://cal3d.sourceforge.net)
#
# This script was written by Jiba, modified by Chris and later modified by Damien
# and even later it was modified Alexey
# Changes:
# 1.4 Alexey Dorokhov <alexey.dorokhov at gmail.com>
# Updated to work with 2.49a
# Replaced internal linear math routines
# with the ones provided by blender Matutils API
# Replaced "Export to Soya" option with more general
# model transformations
# 1.1 David Young <dcyoung at pobox dot com>
# Updated to work with the Blender 2.41 python API
# Animations are exported from the pose matrix rather
# than ipos; this works around the broken animation
# baking in 2.41
# Fixed bug which caused some bones to be exported several
# times
#
#(Also small changes to 2.24a - note that mesh and armature need to have same position - bookeater)"
#
# 1.0 Damien McGinnes <mcginnes at netspeed.com.au>
# Forked from blender2cal3d because we have had 2
# independant efforts working on the same script
# Fixed springs so now you can have uv discontinuities
# or multiple textures on a cloth mesh - this
# requires a patch to cal3d to work properly
#
# 0.8 Damien McGinnes <mcginnes at netspeed.com.au>
# Added Cloth export
# Fixed bone child translation bug
# Added material colors
#
# 0.7 Damien McGinnes <mcginnes at netspeed com au>
# Added NLA functionality for IPOs - this simplifies
# the animation export and speeds it up significantly
# it also removes the constraints on channel names -
# they no longer have to match the bone or action and
# .L .R etc are supported
# bones starting with _ are not exported
# textures no longer flipped vertically
# fixed a filename bug for .csf and .cfg
# actions that are prefixed with '@' go into the cfg file
# as actions rather than cycles
# works with baked IK actions, unbaked ones wont work well
# because you wont have the constraints evaluated
# added an FPS slider into the gui
# added registry saving for gui state.
#
# 0.6 Chris Montjin
# Updated for Blender 2.32, 2.33
# added basic GUI
# generally improved flexibility
#
# 0.5 Jiba <[email protected]>
# Initial Release for Blender 2.28
# HOW TO USE :
# 1 - load the script in Blender's text editor
# 2 - type M-P (meta/alt + P) and wait until script execution is finished
# or install it in .scripts and access from the export menu
# ADVICE
# - Objects/bones/actions whose names start by "_" are not exported
# so call IK and null bones _LegIK for example
# - Actions that start with '@' will be exported as actions, others will be
# exported as cycles
# BUGS / TODO :
# - Armature can not be scaled (i.e. you can scale bones in edit mode,
# but if you try to scale armature in object mode script will fail
# to export your animations correctly)
# REMARKS
# 1. When you finished an animation and run the script
# you can get an error (something with KeyError). Just save your work,
# and reload the model. This is usualy caused by deleted items hanging around
# 2. If a vertex is assigned to one or more bones, but is has a for each
# bone a weight of zero, there was a subdivision by zero somewhere
# Made a workaround (if sum is 0.0 then sum becomes 1.0).
# Generally vertices with no weight simply dont deform at all - regardless
# of what you do with the skeleton - it is generally undesirable for this to
# happen
# 3. You can place armature anywhere on the scene and you can place root bone
# anywhere within bonespace, but in the exported model root bone will always
# be at point (0,0,0). All other objects (bones and meshes) will be moved
# accordingly, so the exported model will look right. All rotations (of armature,
# bones, meshes) will be preserved. Mesh scale transformations will also be
# preserved, armature scale transformaions will make you animations a mess (=
# Parameters :
# The directory where the data are saved.
SAVE_TO_DIR = ""
# Delete all existing Cal3D files in directory?
DELETE_ALL_FILES = 1
# Should the script translate root bone origin to (0,0,0)?
ROOT_TO_ZERO = 1
EXPORT_SKELETON = 1
EXPORT_ANIMATION = 1
EXPORT_MESH = 1
EXPORT_MATERIAL = 0
#custom
FILE_SKELETONNAME = "skel"
# Prefix for all created files
FILE_PREFIX = "model_"
# Remove path from imagelocation
REMOVE_PATH_FROM_IMAGE = 0
# prefix or subdir for imagepathname (if you place your textures in a
# subdir or just need a prefix or something). Only used when
# REMOVE_PATH_FROM_IMAGE = 1. Set to "" if none.
IMAGE_PREFIX = "textures/"
# Export to new (>= 900) Cal3D XML-format
EXPORT_TO_XML = 1
# frames per second - used to convert blender frames to times
FPS = 25
RENAME_ANIMATIONS = {
# "OldName" : "NewName",
}
# These define initial model transformation (a generalisation of
# 'export for Soya' functionality). The order of rotation is the following:
# 1) rotate model around X axis for ROT_X degrees
# 2) rotate model around Y axis for ROT_Y degress
# 3) rotate model around Z axis for ROT_Z degress
ROT_X = 0.0
ROT_Y = 0.0
ROT_Z = 0.0
SCALE = 1.0
CHANGE_ROT_X_EVENT_ID = 100
CHANGE_ROT_Y_EVENT_ID = 101
CHANGE_ROT_Z_EVENT_ID = 102
CHANGE_SCALE_EVENT_ID = 103
CHANGE_RTZ_EVENT_ID = 104
# Enables LODs computation. LODs computation is quite slow, and the algo is
# surely not optimal :-(
LODS = 0
#remove the word '.BAKED' from exported baked animations
REMOVE_BAKED = 1
EXPORT_ALL_SCENES = 0
################################################################################
# Code starts here.
#
import sys, os, os.path, struct, math, string
import Blender
from Blender.BGL import *
from Blender.Draw import *
from Blender.Armature import *
from Blender.Registry import *
from Blender.Mathutils import Matrix
# HACK -- it seems that some Blender versions don't define sys.argv,
# which may crash Python if a warning occurs.
if not hasattr(sys, "argv"): sys.argv = ["???"]
# Cal3D data structures
CAL3D_VERSION = 700
CAL3D_XML_VERSION = 900
# Define globals
BONES = {}
MATERIALS = {}
ANIMATIONS = {}
NEXT_MATERIAL_ID = 0
class Material:
def __init__(self, name):
self.ambient_r = 255
self.ambient_g = 255
self.ambient_b = 255
self.ambient_a = 255
self.diffuse_r = 255
self.diffuse_g = 255
self.diffuse_b = 255
self.diffuse_a = 255
self.specular_r = 255
self.specular_g = 255
self.specular_b = 255
self.specular_a = 255
self.shininess = 1.0
self.maps_filenames = []
MATERIALS[name] = self
self.name = name
global NEXT_MATERIAL_ID
self.id = NEXT_MATERIAL_ID
NEXT_MATERIAL_ID += 1
def to_cal3d(self):
s = "CRF\0" + struct.pack("iBBBBBBBBBBBBfi", CAL3D_VERSION,
self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a,
self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a,
self.specular_r, self.specular_g, self.specular_b, self.specular_a,
self.shininess, len(self.maps_filenames))
for map_filename in self.maps_filenames:
s += struct.pack("i", len(map_filename) + 1)
s += map_filename + "\0"
return s
def to_cal3d_xml(self):
s = "<HEADER MAGIC=\"XRF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
s += " <MATERIAL NUMMAPS=\"%i\">\n" % len(self.maps_filenames)
s += " <AMBIENT>%i %i %i %i</AMBIENT>\n" % \
(self.ambient_r, self.ambient_g, self.ambient_b, self.ambient_a)
s += " <DIFFUSE>%i %i %i %i</DIFFUSE>\n" % \
(self.diffuse_r, self.diffuse_g, self.diffuse_b, self.diffuse_a)
s += " <SPECULAR>%i %i %i %i</SPECULAR>\n" % \
(self.specular_r, self.specular_g, self.specular_b, self.specular_a)
s += " <SHININESS>%f</SHININESS>\n" % self.shininess
for map_filename in self.maps_filenames:
s += " <MAP>%s</MAP>\n" % map_filename
s += "</MATERIAL>\n"
return s
class Mesh:
def __init__(self, name):
self.name = name
self.submeshes = []
self.next_submesh_id = 0
def to_cal3d(self):
s = "CMF\0" + struct.pack("ii", CAL3D_VERSION, len(self.submeshes))
s += "".join(map(SubMesh.to_cal3d, self.submeshes))
return s
def to_cal3d_xml(self):
s = "<HEADER MAGIC=\"XMF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
s += "<MESH NUMSUBMESH=\"%i\">\n" % len(self.submeshes)
s += "".join(map(SubMesh.to_cal3d_xml, self.submeshes))
s += "</MESH>\n"
return s
class SubMesh:
def __init__(self, mesh, material_id):
self.material_id = material_id
self.vertices = []
self.faces = []
self.nb_lodsteps = 0
self.springs = []
self.next_vertex_id = 0
self.mesh = mesh
self.id = mesh.next_submesh_id
mesh.next_submesh_id += 1
mesh.submeshes.append(self)
def compute_lods(self):
"""Computes LODs info for Cal3D (there's no Blender related stuff here)."""
print "Start LODs computation..."
vertex2faces = {}
for face in self.faces:
for vertex in (face.vertex1, face.vertex2, face.vertex3):
l = vertex2faces.get(vertex)
if not l:
vertex2faces[vertex] = [face]
else:
l.append(face)
couple_treated = {}
couple_collapse_factor = []
nn = 0
for face in self.faces:
for a, b in ((face.vertex1, face.vertex2), (face.vertex1, face.vertex3),
(face.vertex2, face.vertex3)):
a = a.cloned_from or a
b = b.cloned_from or b
if a.id > b.id:
a, b = b, a
if not couple_treated.has_key((a, b)):
# The collapse factor is simply the distance between the 2 points :-(
# This should be improved !!
if a.normal.dot(b.normal) < 0.1:
continue
dist_vec = b.loc - a.loc
couple_collapse_factor.append((dist_vec.length, a, b))
couple_treated[a, b] = 1
#else:
# nn+=1
# print nn
#
couple_collapse_factor.sort()
collapsed = {}
new_vertices = []
new_faces = []
for factor, v1, v2 in couple_collapse_factor:
# Determines if v1 collapses to v2 or v2 to v1.
# We choose to keep the vertex which is on the
# smaller number of faces, since
# this one has more chance of being in an extrimity of the body.
# Though heuristic, this rule yields very good results in practice.
if len(vertex2faces[v1]) < len(vertex2faces[v2]):
v2, v1 = v1, v2
elif len(vertex2faces[v1]) == len(vertex2faces[v2]):
if collapsed.get(v1, 0): v2, v1 = v1, v2 # v1 already collapsed, try v2
if (not collapsed.get(v1, 0)) and (not collapsed.get(v2, 0)):
collapsed[v1] = 1
#collapsed[v2] = 1
# Check if v2 is already collapsed
while v2.collapse_to:
v2 = v2.collapse_to
common_faces = filter(vertex2faces[v1].__contains__, vertex2faces[v2])
v1.collapse_to = v2
v1.face_collapse_count = len(common_faces)
for clone in v1.clones:
# Find the clone of v2 that correspond to this clone of v1
possibles = []
for face in vertex2faces[clone]:
possibles.append(face.vertex1)
possibles.append(face.vertex2)
possibles.append(face.vertex3)
clone.collapse_to = v2
for vertex in v2.clones:
if vertex in possibles:
clone.collapse_to = vertex
break
clone.face_collapse_count = 0
new_vertices.append(clone)
# HACK -- all faces get collapsed with v1
# (and no faces are collapsed with v1's
# clones). This is why we add v1 in new_vertices after v1's clones.
# This hack has no other incidence that consuming
# a little few memory for the
# extra faces if some v1's clone are collapsed but v1 is not.
new_vertices.append(v1)
self.nb_lodsteps += 1 + len(v1.clones)
new_faces.extend(common_faces)
for face in common_faces:
face.can_collapse = 1
# Updates vertex2faces
if vertex2faces[face.vertex1].count(face):
vertex2faces[face.vertex1].remove(face)
if vertex2faces[face.vertex2].count(face):
vertex2faces[face.vertex2].remove(face)
if vertex2faces[face.vertex3].count(face):
vertex2faces[face.vertex3].remove(face)
vertex2faces[v2].extend(vertex2faces[v1])
#end loop
new_vertices.extend(filter(lambda vertex: not vertex.collapse_to,
self.vertices))
new_vertices.reverse() # Cal3D want LODed vertices at the end
for i in range(len(new_vertices)): new_vertices[i].id = i
self.vertices = new_vertices
new_faces.extend(filter(lambda face: not face.can_collapse, self.faces))
new_faces.reverse() # Cal3D want LODed faces at the end
self.faces = new_faces
print "LODs computed : %s vertices can be removed (from a total of %s)." % \
(self.nb_lodsteps, len(self.vertices))
def rename_vertices(self, new_vertices):
"""Rename (change ID) of all vertices, such as self.vertices ==
new_vertices.
"""
for i in range(len(new_vertices)):
new_vertices[i].id = i
self.vertices = new_vertices
def to_cal3d(self):
texcoords_num = 0
if self.vertices and len(self.vertices) > 0:
texcoords_num = len(self.vertices[0].maps)
s = struct.pack("iiiiii", self.material_id, len(self.vertices),
len(self.faces), self.nb_lodsteps, len(self.springs), texcoords_num)
s += "".join(map(Vertex.to_cal3d, self.vertices))
s += "".join(map(Spring.to_cal3d, self.springs))
s += "".join(map(Face.to_cal3d, self.faces))
return s
def to_cal3d_xml(self):
texcoords_num = 0
if self.vertices and len(self.vertices) > 0:
texcoords_num = len(self.vertices[0].maps)
s = " <SUBMESH NUMVERTICES=\"%i\" NUMFACES=\"%i\" MATERIAL=\"%i\" " % \
(len(self.vertices), len(self.faces), self.material_id)
s += "NUMLODSTEPS=\"%i\" NUMSPRINGS=\"%i\" NUMTEXCOORDS=\"%i\">\n" % \
(self.nb_lodsteps, len(self.springs), texcoords_num)
s += "".join(map(Vertex.to_cal3d_xml, self.vertices))
s += "".join(map(Spring.to_cal3d_xml, self.springs))
s += "".join(map(Face.to_cal3d_xml, self.faces))
s += " </SUBMESH>\n"
return s
class Vertex:
def __init__(self, submesh, loc, normal):
self.loc = loc.copy()
self.normal = normal.copy()
self.collapse_to = None
self.face_collapse_count = 0
self.maps = []
self.influences = []
self.weight = 0.0
self.hasweight = 0
self.cloned_from = None
self.clones = []
self.submesh = submesh
self.id = submesh.next_vertex_id
submesh.next_vertex_id += 1
submesh.vertices.append(self)
def to_cal3d(self):
if self.collapse_to:
collapse_id = self.collapse_to.id
else:
collapse_id = -1
s = struct.pack("ffffffii", self.loc[0], self.loc[1], self.loc[2],
self.normal[0], self.normal[1], self.normal[2], collapse_id,
self.face_collapse_count)
s += "".join(map(Map.to_cal3d, self.maps))
s += struct.pack("i", len(self.influences))
s += "".join(map(Influence.to_cal3d, self.influences))
if self.hasweight:
s += struct.pack("f", self.weight)
return s
def to_cal3d_xml(self):
if self.collapse_to:
collapse_id = self.collapse_to.id
else:
collapse_id = -1
s = " <VERTEX ID=\"%i\" NUMINFLUENCES=\"%i\">\n" % \
(self.id, len(self.influences))
s += " <POS>%f %f %f</POS>\n" % (self.loc[0], self.loc[1], self.loc[2])
s += " <NORM>%f %f %f</NORM>\n" % \
(self.normal[0], self.normal[1], self.normal[2])
if collapse_id != -1:
s += " <COLLAPSEID>%i</COLLAPSEID>\n" % collapse_id
s += " <COLLAPSECOUNT>%i</COLLAPSECOUNT>\n" % \
self.face_collapse_count
s += "".join(map(Map.to_cal3d_xml, self.maps))
s += "".join(map(Influence.to_cal3d_xml, self.influences))
if self.hasweight:
s += " <PHYSIQUE>%f</PHYSIQUE>\n" % self.weight
s += " </VERTEX>\n"
return s
class Map:
def __init__(self, u, v):
self.u = u
self.v = v
def to_cal3d(self):
return struct.pack("ff", self.u, self.v)
def to_cal3d_xml(self):
return " <TEXCOORD>%f %f</TEXCOORD>\n" % (self.u, self.v)
class Influence:
def __init__(self, bone, weight):
self.bone = bone
self.weight = weight
def to_cal3d(self):
return struct.pack("if", self.bone.id, self.weight)
def to_cal3d_xml(self):
return " <INFLUENCE ID=\"%i\">%f</INFLUENCE>\n" % \
(self.bone.id, self.weight)
class Spring:
def __init__(self, vertex1, vertex2):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.spring_coefficient = 0.0
self.idlelength = 0.0
def to_cal3d(self):
return struct.pack("iiff", self.vertex1.id, self.vertex2.id,
self.spring_coefficient, self.idlelength)
def to_cal3d_xml(self):
return " <SPRING VERTEXID=\"%i %i\" COEF=\"%f\" LENGTH=\"%f\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.spring_coefficient,
self.idlelength)
class Face:
def __init__(self, submesh, vertex1, vertex2, vertex3):
self.vertex1 = vertex1
self.vertex2 = vertex2
self.vertex3 = vertex3
self.can_collapse = 0
self.submesh = submesh
submesh.faces.append(self)
def to_cal3d(self):
return struct.pack("iii", self.vertex1.id, self.vertex2.id, self.vertex3.id)
def to_cal3d_xml(self):
return " <FACE VERTEXID=\"%i %i %i\"/>\n" % \
(self.vertex1.id, self.vertex2.id, self.vertex3.id)
class Skeleton:
def __init__(self):
self.bones = []
self.next_bone_id = 0
def to_cal3d(self):
s = "CSF\0" + struct.pack("ii", CAL3D_VERSION, len(self.bones))
s += "".join(map(Bone.to_cal3d, self.bones))
return s
def to_cal3d_xml(self):
s = "<HEADER MAGIC=\"XSF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
s += "<SKELETON NUMBONES=\"%i\">\n" % len(self.bones)
s += "".join(map(Bone.to_cal3d_xml, self.bones))
s += "</SKELETON>\n"
return s
BONES = {}
class Bone:
def __init__(self, skeleton, parent, name, loc, quat):
self.parent = parent
self.name = name
self.loc = loc.copy()
self.quat = quat.copy()
self.children = []
# calculate absolute rotation matrix
matrix = quat.toMatrix()
if parent:
self.matrix = parent.matrix * matrix
parent.children.append(self)
else:
self.matrix = matrix.copy()
#calculate absolute translaton vector
if parent:
self.abs_trans = parent.abs_trans + parent.matrix * self.loc
else:
self.abs_trans = self.loc
# lloc and lquat are the model => bone space transformation
m = self.matrix.copy()
m.invert()
self.lquat = m.toQuat()
self.lloc = m * (-self.abs_trans)
self.skeleton = skeleton
self.id = skeleton.next_bone_id
skeleton.next_bone_id += 1
skeleton.bones.append(self)
BONES[self.name] = self
def to_cal3d(self):
s = struct.pack("i", len(self.name) + 1) + self.name + "\0"
s += struct.pack("ffffffffffffff", self.loc[0], self.loc[1], self.loc[2],
self.quat.x, self.quat.y, self.quat.z, self.quat.w,
self.lloc[0], self.lloc[1], self.lloc[2],
self.lquat.x, self.lquat.y, self.lquat.z, self.lquat.w)
if self.parent:
s += struct.pack("i", self.parent.id)
else:
s += struct.pack("i", -1)
s += struct.pack("i", len(self.children))
s += "".join(map(lambda bone: struct.pack("i", bone.id), self.children))
return s
def to_cal3d_xml(self):
s = " <BONE ID=\"%i\" NAME=\"%s\" NUMCHILDS=\"%i\">\n" % \
(self.id, self.name, len(self.children))
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc[0], self.loc[1], self.loc[2])
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
(self.quat.x, self.quat.y, self.quat.z, self.quat.w)
s += " <LOCALTRANSLATION>%f %f %f</LOCALTRANSLATION>\n" % \
(self.lloc[0], self.lloc[1], self.lloc[2])
s += " <LOCALROTATION>%f %f %f %f</LOCALROTATION>\n" % \
(self.lquat.x, self.lquat.y, self.lquat.z, self.lquat.w)
if self.parent:
s += " <PARENTID>%i</PARENTID>\n" % self.parent.id
else:
s += " <PARENTID>%i</PARENTID>\n" % -1
s += "".join(map(lambda bone: " <CHILDID>%i</CHILDID>\n" % bone.id,
self.children))
s += " </BONE>\n"
return s
class Animation:
def __init__(self, name, action, duration = 0.0):
self.name = name
self.action = action
self.duration = duration
self.tracks = {} # Map bone names to tracks
def to_cal3d(self):
s = "CAF\0" + struct.pack("ifi",
CAL3D_VERSION, self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d, self.tracks.values()))
return s
def to_cal3d_xml(self):
s = "<HEADER MAGIC=\"XAF\" VERSION=\"%i\"/>\n" % CAL3D_XML_VERSION
s += "<ANIMATION DURATION=\"%f\" NUMTRACKS=\"%i\">\n" % \
(self.duration, len(self.tracks))
s += "".join(map(Track.to_cal3d_xml, self.tracks.values()))
s += "</ANIMATION>\n"
return s
class Track:
def __init__(self, animation, bone):
self.bone = bone
self.keyframes = []
self.animation = animation
animation.tracks[bone.name] = self
def to_cal3d(self):
s = struct.pack("ii", self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d, self.keyframes))
return s
def to_cal3d_xml(self):
s = " <TRACK BONEID=\"%i\" NUMKEYFRAMES=\"%i\">\n" % \
(self.bone.id, len(self.keyframes))
s += "".join(map(KeyFrame.to_cal3d_xml, self.keyframes))
s += " </TRACK>\n"
return s
class KeyFrame:
def __init__(self, track, time, loc, quat):
self.time = time
self.loc = loc.copy()
self.quat = quat.copy()
self.track = track
track.keyframes.append(self)
def to_cal3d(self):
return struct.pack("ffffffff", self.time, self.loc[0], self.loc[1],
self.loc[2], self.quat.x, self.quat.y, self.quat.z, self.quat.w)
def to_cal3d_xml(self):
s = " <KEYFRAME TIME=\"%f\">\n" % self.time
s += " <TRANSLATION>%f %f %f</TRANSLATION>\n" % \
(self.loc[0], self.loc[1], self.loc[2])
s += " <ROTATION>%f %f %f %f</ROTATION>\n" % \
(self.quat.x, self.quat.y, self.quat.z, self.quat.w)
s += " </KEYFRAME>\n"
return s
def calculate_base_translation(scene):
base_translation = Blender.Mathutils.Vector([0,0,0])
armature_translation = Blender.Mathutils.Vector([0,0,0])
root_bone_translation = Blender.Mathutils.Vector([0,0,0])
for obj in scene.objects:
data = obj.getData()
if type(data) is Blender.Types.ArmatureType:
armature_translation = obj.getMatrix().translationPart()
for b in data.bones.values():
if not b.hasParent():
root_bone_translation = b.head['BONESPACE'].copy()
rotation = obj.getMatrix().rotationPart()
rotation.invert()
root_bone_translation = rotation * \
root_bone_translation
break
base_translation = armature_translation + root_bone_translation
base_translation.negate()
return base_translation.copy()
def get_armature_translation(scene):
armature_translation = Blender.Mathutils.Vector([0,0,0])
for obj in scene.objects:
data = obj.getData()
if type(data) is Blender.Types.ArmatureType:
armature_translation = obj.getMatrix().translationPart()
return armature_translation.copy()
def treat_bone(b, base_matrix, arm_matrix, parent, skeleton, scene):
global SCALE
global ROOT_TO_ZERO
# skip bones that start with _
# also skips children of that bone so be careful
if len(b.name) == 0: return
if b.name[0] == '_' : return
name = b.name
bone_head = b.head['BONESPACE'].copy()
bone_tail = b.tail['BONESPACE'].copy()
if not ROOT_TO_ZERO and not parent:
bone_tail = bone_tail - bone_head
bone_head = bone_head + \
arm_matrix.rotationPart()*get_armature_translation(scene)
bone_tail = bone_tail + bone_head
if bone_head.length != 0:
if not ROOT_TO_ZERO and not parent:
if base_matrix and arm_matrix:
dummy_arm_matrix = arm_matrix.copy()
dummy_arm_matrix.invert()
dummy_base_matrix = base_matrix.copy()
dummy_base_matrix.invert()
result_matrix = dummy_base_matrix * dummy_arm_matrix
tmp_quat = result_matrix.toQuat()
else:
tmp_quat = Blender.Mathutils.Quaternion()
tmp_loc = Blender.Mathutils.Vector([0.0,0.0,0.0])
parent = Bone(skeleton, None, "service_root",
tmp_loc.copy(), tmp_quat.copy())
parent.child_loc = Blender.Mathutils.Vector([0.0,0.0,0.0])
# in this case create a service
# bone between child and parent
if parent:
interm_loc = parent.child_loc.copy()
interm_loc *= SCALE
interm_quat = Blender.Mathutils.Quaternion()
interm_bone = Bone(skeleton, parent, name+"_interm",
interm_loc, interm_quat)
interm_bone.child_loc = bone_head
parent = interm_bone
else:
bone_tail -= bone_head
bone_head -= bone_head
local_rot_mat = b.matrix['BONESPACE'].rotationPart()
# convert to cal3d rotation
local_rot_mat.invert()
if base_matrix and arm_matrix and not parent:
dummy_arm_matrix = arm_matrix.copy()
dummy_arm_matrix.invert()
dummy_base_matrix = base_matrix.copy()
dummy_base_matrix.invert()
cal3d_base_matrix = dummy_base_matrix * dummy_arm_matrix
local_rot_mat = cal3d_base_matrix.rotationPart() * local_rot_mat
if parent:
loc = parent.child_loc.copy()
else:
loc = Blender.Mathutils.Vector([0.0,0.0,0.0])
loc *= SCALE
quat = local_rot_mat.toQuat()
bone = Bone(skeleton, parent, name, loc, quat)
# if I got it right, root bone
# shouldn't have translation =>
# moving all translations one
# bone forward
bone.child_loc = bone_tail - bone_head
bone_matrix = b.matrix['BONESPACE'].rotationPart()
bone.child_loc = bone_matrix * bone.child_loc
has_children = False
if b.hasChildren():
for child in b.children:
if len(child.name):
if child.name[0] != '_':
has_children = True
break
if has_children:
for child in b.children:
treat_bone(child, base_matrix.copy(), arm_matrix.copy(),
bone, skeleton, scene)
else:
# service bone for skeletons to look the
# same both in Blender and cal3d
ender_loc = bone.child_loc.copy()
ender_loc *= SCALE
ender_quat = Blender.Mathutils.Quaternion()
Bone(skeleton, bone, name+"_ender", ender_loc, ender_quat)
def create_actions_dict():
global BONES
legal_curve_types = ("LocX", "LocY", "LocZ",
"QuatX", "QuatY", "QuatZ", "QuatW")
arm_actions_dict = {}
blender_actions = Blender.Armature.NLA.GetActions()
for name, action in blender_actions.items():
if len(name) == 0:
continue
# skip actions that are named _something
if name[0] == "_":
print "skipping animation ", name
continue
# check if this action has channels for
# our armature bones
belongs_to_armature = False
for channel_name in action.getChannelNames():
if channel_name in BONES.keys():
belongs_to_armature = True
break
if not belongs_to_armature:
continue
arm_tracks_dict = {}
ok_to_add = True
for channel_name in action.getChannelNames():
if not channel_name in BONES.keys():
continue
# get rotation and translation keyframes
keyframes = []
ipo = action.getChannelIpo(channel_name)
for curve in ipo.curves:
if curve.name in legal_curve_types:
for point in curve.bezierPoints:
keyframes.append(point.vec[1][0])
else:
ok_to_add = False
# remove double keyframes
keyframes_set = set(keyframes)
keyframes = []
for keyframe in keyframes_set:
keyframes.append(keyframe)
keyframes.sort()
arm_tracks_dict[channel_name] = keyframes
if ok_to_add:
arm_actions_dict[name] = arm_tracks_dict
else:
print "skipping animation", name,": incorrect keyframe types"
return arm_actions_dict
def popup_block(header, body):
global STATUS
block = []
block.append(header)
Blender.Draw.PupBlock("Export message", block)
STATUS = body
Draw()
def scene_is_ok(scene):
armatures_num = 0
for obj in scene.objects:
data = obj.getData()
if type(data) is Blender.Types.ArmatureType:
armatures_num += 1
if armatures_num != 1:
popup_block("Export error",
"only 1 armature allowed, found %d armatrues"
% (armatures_num))
return False
for obj in scene.objects:
data = obj.getData()
root_bones_names = []
if type(data) is Blender.Types.ArmatureType:
arm_scale = obj.getMatrix().scalePart()
if (abs(arm_scale.x - 1.0) > 0.001 or
abs(arm_scale.y - 1.0) > 0.001 or
abs(arm_scale.z - 1.0) > 0.001):
popup_block("Skeleton export error",
"Armature is scaled (%f, %f, %f)" %
(arm_scale.x, arm_scale.y, arm_scale.z))
return False
root_bones_num = 0
for b in data.bones.values():
if not b.hasParent() and b.name[0] != "_":
root_bones_names.append(b.name)
root_bones_num += 1
if root_bones_num != 1:
error_string = "only 1 root bone allowed, found %d root bones: "\
% (root_bones_num)