Animation export id bone animation + armature importer cleanup.

This commit is contained in:
2011-08-17 20:15:40 +00:00
parent e86e922f5b
commit a46f36c9b6
2 changed files with 41 additions and 27 deletions

View File

@@ -66,6 +66,7 @@ void AnimationExporter::exportAnimations(Scene *sce)
//transform matrix export for bones are temporarily disabled here.
if ( ob->type == OB_ARMATURE )
{
if (!ob->data) return;
bArmature *arm = (bArmature*)ob->data;
for (Bone *bone = (Bone*)arm->bonebase.first; bone; bone = bone->next)
write_bone_animation_matrix(ob, bone);
@@ -363,10 +364,18 @@ void AnimationExporter::exportAnimations(Scene *sce)
bArmature *arm = (bArmature*)ob_arm->data;
int flag = arm->flag;
std::vector<float> fra;
char prefix[256];
//char prefix[256];
BLI_snprintf(prefix, sizeof(prefix), "pose.bones[\"%s\"]", bone->name);
FCurve* fcu = (FCurve*)ob_arm->adt->action->curves.first;
while(fcu)
{
std::string bone_name = getObjectBoneName(ob_arm,fcu);
int val = BLI_strcasecmp((char*)bone_name.c_str(),bone->name);
if(val==0) break;
fcu = fcu->next;
}
if(!(fcu)) return;
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, bone->name);
if (!pchan)
return;

View File

@@ -97,7 +97,7 @@ void ArmatureImporter::create_unskinned_bone( COLLADAFW::Node *node, EditBone *p
bPoseChannel *pchan = get_pose_channel(ob_arm->pose, (char*)bc_get_joint_name(node));
if (parent) bone->parent = parent;
float ax[3];
float angle = 0;
// get world-space
@@ -166,6 +166,10 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
float mat[4][4];
// TODO rename from Node "name" attrs later
EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
totbone++;
if (skin.get_joint_inv_bind_matrix(joint_inv_bind_mat, node)) {
// get original world-space matrix
invert_m4_m4(mat, joint_inv_bind_mat);
@@ -182,11 +186,13 @@ void ArmatureImporter::create_bone(SkinInfo& skin, COLLADAFW::Node *node, EditBo
mul_m4_m4m4(mat, obmat, parent_mat);
else
copy_m4_m4(mat, obmat);
float loc[3], size[3], rot[3][3] , angle;
mat4_to_loc_rot_size( loc, rot, size, obmat);
mat3_to_vec_roll(rot, NULL, &angle );
bone->roll=angle;
}
// TODO rename from Node "name" attrs later
EditBone *bone = ED_armature_edit_bone_add(arm, (char*)bc_get_joint_name(node));
totbone++;
if (parent) bone->parent = parent;
@@ -654,7 +660,6 @@ void ArmatureImporter::make_armatures(bContext *C)
//for bones without skins
create_armature_bones();
}
#if 0