450 lines
19 KiB
Python
450 lines
19 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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from mathutils import Vector
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from bpy_extras import anim_utils
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from . import retarget
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### Utility Functions
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def getConsObj(bone):
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#utility function - returns related IK target if bone has IK
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ik = [constraint for constraint in bone.constraints if constraint.type == "IK"]
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if ik:
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ik = ik[0]
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cons_obj = ik.target
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if ik.subtarget:
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cons_obj = ik.target.pose.bones[ik.subtarget]
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else:
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cons_obj = bone
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return cons_obj
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def consObjToBone(cons_obj):
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#Utility function - returns related bone from ik object
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if cons_obj.name[-3:] == "Org":
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return cons_obj.name[:-3]
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else:
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return cons_obj.name
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### And and Remove Constraints (called from operators)
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def addNewConstraint(m_constraint, cons_obj):
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#Decide the correct Blender constraint according to the Mocap constraint type
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if m_constraint.type == "point" or m_constraint.type == "freeze":
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c_type = "LIMIT_LOCATION"
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if m_constraint.type == "distance":
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c_type = "LIMIT_DISTANCE"
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if m_constraint.type == "floor":
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c_type = "LIMIT_LOCATION"
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#create and store the new constraint within m_constraint
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real_constraint = cons_obj.constraints.new(c_type)
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real_constraint.name = "Auto fixes " + str(len(cons_obj.constraints))
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m_constraint.real_constraint_bone = consObjToBone(cons_obj)
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m_constraint.real_constraint = real_constraint.name
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#set the rest of the constraint properties
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setConstraint(m_constraint, bpy.context)
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def removeConstraint(m_constraint, cons_obj):
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#remove the influence fcurve and Blender constraint
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oldConstraint = cons_obj.constraints[m_constraint.real_constraint]
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removeFcurves(cons_obj, bpy.context.active_object, oldConstraint, m_constraint)
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cons_obj.constraints.remove(oldConstraint)
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### Update functions. There are 3: UpdateType/Bone
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### update framing (deals with changes in the desired frame range)
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### And setConstraint which deals with the rest
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def updateConstraintBoneType(m_constraint, context):
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#If the constraint exists, we need to remove it
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#from the old bone
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obj = context.active_object
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bones = obj.pose.bones
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if m_constraint.real_constraint:
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bone = bones[m_constraint.real_constraint_bone]
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cons_obj = getConsObj(bone)
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removeConstraint(m_constraint, cons_obj)
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#Regardless, after that we create a new constraint
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if m_constraint.constrained_bone:
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bone = bones[m_constraint.constrained_bone]
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cons_obj = getConsObj(bone)
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addNewConstraint(m_constraint, cons_obj)
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def setConstraintFraming(m_constraint, context):
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obj = context.active_object
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bones = obj.pose.bones
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bone = bones[m_constraint.constrained_bone]
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cons_obj = getConsObj(bone)
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real_constraint = cons_obj.constraints[m_constraint.real_constraint]
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#remove the old keyframes
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removeFcurves(cons_obj, obj, real_constraint, m_constraint)
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#set the new ones according to the m_constraint properties
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s, e = m_constraint.s_frame, m_constraint.e_frame
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s_in, s_out = m_constraint.smooth_in, m_constraint.smooth_out
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real_constraint.influence = 1
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real_constraint.keyframe_insert(data_path="influence", frame=s)
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real_constraint.keyframe_insert(data_path="influence", frame=e)
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real_constraint.influence = 0
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real_constraint.keyframe_insert(data_path="influence", frame=s - s_in)
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real_constraint.keyframe_insert(data_path="influence", frame=e + s_out)
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def removeFcurves(cons_obj, obj, real_constraint, m_constraint):
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#Determine if the constrained object is a bone or an empty
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if isinstance(cons_obj, bpy.types.PoseBone):
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fcurves = obj.animation_data.action.fcurves
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else:
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fcurves = cons_obj.animation_data.action.fcurves
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#Find the RNA data path of the constraint's influence
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RNA_paths = []
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RNA_paths.append(real_constraint.path_from_id("influence"))
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if m_constraint.type == "floor" or m_constraint.type == "point":
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RNA_paths += [real_constraint.path_from_id("max_x"), real_constraint.path_from_id("min_x")]
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RNA_paths += [real_constraint.path_from_id("max_y"), real_constraint.path_from_id("min_y")]
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RNA_paths += [real_constraint.path_from_id("max_z"), real_constraint.path_from_id("min_z")]
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#Retrieve the correct fcurve via the RNA data path and remove it
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fcurves_del = [fcurve for fcurve in fcurves if fcurve.data_path in RNA_paths]
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#clear the fcurve and set the frames.
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if fcurves_del:
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for fcurve in fcurves_del:
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fcurves.remove(fcurve)
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#remove armature fcurves (if user keyframed m_constraint properties)
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if obj.data.animation_data and m_constraint.type == "point":
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if obj.data.animation_data.action:
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path = m_constraint.path_from_id("targetPoint")
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m_fcurves = [fcurve for fcurve in obj.data.animation_data.action.fcurves if fcurve.data_path == path]
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for curve in m_fcurves:
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obj.data.animation_data.action.fcurves.remove(curve)
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#Utility function for copying property fcurves over
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def copyFCurve(newCurve, oldCurve):
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for point in oldCurve.keyframe_points:
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newCurve.keyframe_points.insert(frame=point.co.x, value=point.co.y)
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#Creates new fcurves for the constraint properties (for floor and point)
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def createConstraintFCurves(cons_obj, obj, real_constraint):
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if isinstance(cons_obj, bpy.types.PoseBone):
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c_fcurves = obj.animation_data.action.fcurves
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else:
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c_fcurves = cons_obj.animation_data.action.fcurves
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c_x_path = [real_constraint.path_from_id("max_x"), real_constraint.path_from_id("min_x")]
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c_y_path = [real_constraint.path_from_id("max_y"), real_constraint.path_from_id("min_y")]
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c_z_path = [real_constraint.path_from_id("max_z"), real_constraint.path_from_id("min_z")]
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c_constraints_path = c_x_path + c_y_path + c_z_path
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existing_curves = [fcurve for fcurve in c_fcurves if fcurve.data_path in c_constraints_path]
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if existing_curves:
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for curve in existing_curves:
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c_fcurves.remove(curve)
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xCurves, yCurves, zCurves = [], [], []
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for path in c_constraints_path:
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newCurve = c_fcurves.new(path)
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if path in c_x_path:
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xCurves.append(newCurve)
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elif path in c_y_path:
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yCurves.append(newCurve)
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else:
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zCurves.append(newCurve)
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return xCurves, yCurves, zCurves
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# Function that copies all settings from m_constraint to the real Blender constraints
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# Is only called when blender constraint already exists
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def setConstraint(m_constraint, context):
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if not m_constraint.constrained_bone:
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return
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obj = context.active_object
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bones = obj.pose.bones
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bone = bones[m_constraint.constrained_bone]
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cons_obj = getConsObj(bone)
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real_constraint = cons_obj.constraints[m_constraint.real_constraint]
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NLATracks = obj.data.mocapNLATracks[obj.data.active_mocap]
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obj.animation_data.action = bpy.data.actions[NLATracks.auto_fix_track]
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#frame changing section
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setConstraintFraming(m_constraint, context)
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s, e = m_constraint.s_frame, m_constraint.e_frame
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s_in, s_out = m_constraint.smooth_in, m_constraint.smooth_out
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s -= s_in
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e += s_out
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#Set the blender constraint parameters
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if m_constraint.type == "point":
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constraint_settings = False # are fix settings keyframed?
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if not m_constraint.targetSpace == "constrained_boneB":
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real_constraint.owner_space = m_constraint.targetSpace
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else:
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real_constraint.owner_space = "LOCAL"
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if obj.data.animation_data:
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if obj.data.animation_data.action:
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path = m_constraint.path_from_id("targetPoint")
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m_fcurves = [fcurve for fcurve in obj.data.animation_data.action.fcurves if fcurve.data_path == path]
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if m_fcurves:
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constraint_settings = True
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xCurves, yCurves, zCurves = createConstraintFCurves(cons_obj, obj, real_constraint)
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for curve in xCurves:
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copyFCurve(curve, m_fcurves[0])
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for curve in yCurves:
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copyFCurve(curve, m_fcurves[1])
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for curve in zCurves:
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copyFCurve(curve, m_fcurves[2])
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if m_constraint.targetSpace == "constrained_boneB" and m_constraint.constrained_boneB:
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c_frame = context.scene.frame_current
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bakedPos = {}
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src_bone = bones[m_constraint.constrained_boneB]
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if not constraint_settings:
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xCurves, yCurves, zCurves = createConstraintFCurves(cons_obj, obj, real_constraint)
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print("please wait a moment, calculating fix")
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for t in range(s, e):
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context.scene.frame_set(t)
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src_bone_pos = src_bone.matrix.to_translation()
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bakedPos[t] = src_bone_pos + m_constraint.targetPoint # final position for constrained bone in object space
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context.scene.frame_set(c_frame)
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for frame in bakedPos.keys():
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pos = bakedPos[frame]
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for xCurve in xCurves:
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xCurve.keyframe_points.insert(frame=frame, value=pos.x)
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for yCurve in yCurves:
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yCurve.keyframe_points.insert(frame=frame, value=pos.y)
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for zCurve in zCurves:
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zCurve.keyframe_points.insert(frame=frame, value=pos.z)
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if not constraint_settings:
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x, y, z = m_constraint.targetPoint
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real_constraint.max_x = x
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real_constraint.max_y = y
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real_constraint.max_z = z
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real_constraint.min_x = x
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real_constraint.min_y = y
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real_constraint.min_z = z
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real_constraint.use_max_x = True
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real_constraint.use_max_y = True
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real_constraint.use_max_z = True
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real_constraint.use_min_x = True
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real_constraint.use_min_y = True
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real_constraint.use_min_z = True
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if m_constraint.type == "freeze":
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context.scene.frame_set(s)
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real_constraint.owner_space = m_constraint.targetSpace
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bpy.context.scene.frame_set(m_constraint.s_frame)
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if isinstance(cons_obj, bpy.types.PoseBone):
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vec = obj.matrix_world * (cons_obj.matrix.to_translation())
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#~ if obj.parent:
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#~ vec = obj.parent.matrix_world * vec
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x, y, z = vec
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else:
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x, y, z = cons_obj.matrix_world.to_translation()
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real_constraint.max_x = x
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real_constraint.max_y = y
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real_constraint.max_z = z
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real_constraint.min_x = x
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real_constraint.min_y = y
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real_constraint.min_z = z
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real_constraint.use_max_x = True
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real_constraint.use_max_y = True
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real_constraint.use_max_z = True
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real_constraint.use_min_x = True
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real_constraint.use_min_y = True
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real_constraint.use_min_z = True
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if m_constraint.type == "distance" and m_constraint.constrained_boneB:
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real_constraint.owner_space = "WORLD"
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real_constraint.target = obj
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real_constraint.subtarget = getConsObj(bones[m_constraint.constrained_boneB]).name
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real_constraint.limit_mode = "LIMITDIST_ONSURFACE"
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if m_constraint.targetDist < 0.01:
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m_constraint.targetDist = 0.01
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real_constraint.distance = m_constraint.targetDist
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if m_constraint.type == "floor" and m_constraint.targetMesh:
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real_constraint.mute = True
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real_constraint.owner_space = "WORLD"
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#calculate the positions throughout the range
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s, e = m_constraint.s_frame, m_constraint.e_frame
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s_in, s_out = m_constraint.smooth_in, m_constraint.smooth_out
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s -= s_in
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e += s_out
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bakedPos = {}
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floor = bpy.data.objects[m_constraint.targetMesh]
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c_frame = context.scene.frame_current
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print("please wait a moment, calculating fix")
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for t in range(s, e):
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context.scene.frame_set(t)
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axis = obj.matrix_world.to_3x3() * Vector((0, 0, 1))
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offset = obj.matrix_world.to_3x3() * Vector((0, 0, m_constraint.targetDist))
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ray_origin = (cons_obj.matrix * obj.matrix_world).to_translation() - offset # world position of constrained bone
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ray_target = ray_origin + axis
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#convert ray points to floor's object space
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ray_origin = floor.matrix_world.inverted() * ray_origin
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ray_target = floor.matrix_world.inverted() * ray_target
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ray_direction = ray_target - ray_origin
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ok, hit, nor, ind = floor.ray_cast(ray_origin, ray_direction)
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if ok:
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bakedPos[t] = (floor.matrix_world * hit)
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bakedPos[t] += Vector((0, 0, m_constraint.targetDist))
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else:
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bakedPos[t] = (cons_obj.matrix * obj.matrix_world).to_translation()
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context.scene.frame_set(c_frame)
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#create keyframes for real constraint
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xCurves, yCurves, zCurves = createConstraintFCurves(cons_obj, obj, real_constraint)
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for frame in bakedPos.keys():
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pos = bakedPos[frame]
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for xCurve in xCurves:
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xCurve.keyframe_points.insert(frame=frame, value=pos.x)
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for yCurve in yCurves:
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yCurve.keyframe_points.insert(frame=frame, value=pos.y)
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for zCurve in zCurves:
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zCurve.keyframe_points.insert(frame=frame, value=pos.z)
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real_constraint.use_max_x = True
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real_constraint.use_max_y = True
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real_constraint.use_max_z = True
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real_constraint.use_min_x = True
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real_constraint.use_min_y = True
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real_constraint.use_min_z = True
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# active/baked check
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real_constraint.mute = (not m_constraint.active)
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def locBake(s_frame, e_frame, bones):
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scene = bpy.context.scene
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bakeDict = {}
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for bone in bones:
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bakeDict[bone.name] = {}
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for t in range(s_frame, e_frame):
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scene.frame_set(t)
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for bone in bones:
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bakeDict[bone.name][t] = bone.matrix.copy()
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for t in range(s_frame, e_frame):
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for bone in bones:
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print(bone.bone.matrix_local.to_translation())
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bone.matrix = bakeDict[bone.name][t]
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bone.keyframe_insert("location", frame=t)
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# Baking function which bakes all bones effected by the constraint
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def bakeAllConstraints(obj, s_frame, e_frame, bones):
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for bone in bones:
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bone.bone.select = False
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selectedBones = [] # Marks bones that need a full bake
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simpleBake = [] # Marks bones that need only a location bake
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for end_bone in bones:
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if end_bone.name in [m_constraint.real_constraint_bone for m_constraint in obj.data.mocap_constraints]:
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#For all bones that have a constraint:
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ik = retarget.hasIKConstraint(end_bone)
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cons_obj = getConsObj(end_bone)
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if ik:
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#If it's an auto generated IK:
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if ik.chain_count == 0:
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selectedBones += bones # Chain len 0, bake everything
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else:
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selectedBones += [end_bone] + end_bone.parent_recursive[:ik.chain_count - 1] # Bake the chain
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else:
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#It's either an FK bone which we should just bake
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#OR a user created IK target bone
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simpleBake += [end_bone]
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for bone in selectedBones:
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bone.bone.select = True
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NLATracks = obj.data.mocapNLATracks[obj.data.active_mocap]
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obj.animation_data.action = bpy.data.actions[NLATracks.auto_fix_track]
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constraintTrack = obj.animation_data.nla_tracks[NLATracks.auto_fix_track]
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constraintStrip = constraintTrack.strips[0]
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constraintStrip.action_frame_start = s_frame
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constraintStrip.action_frame_end = e_frame
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constraintStrip.frame_start = s_frame
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constraintStrip.frame_end = e_frame
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if selectedBones:
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# Use bake function from NLA Bake Action operator
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anim_utils.bake_action(
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obj,
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s_frame,
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e_frame,
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action=constraintStrip.action,
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only_selected=True,
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do_pose=True,
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do_object=False,
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)
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if simpleBake:
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#Do a "simple" bake, location only, world space only.
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locBake(s_frame, e_frame, simpleBake)
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#Calls the baking function and decativates relevant constraints
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def bakeConstraints(context):
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obj = context.active_object
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bones = obj.pose.bones
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s_frame, e_frame = context.scene.frame_start, context.scene.frame_end
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#Bake relevant bones
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bakeAllConstraints(obj, s_frame, e_frame, bones)
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for m_constraint in obj.data.mocap_constraints:
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end_bone = bones[m_constraint.real_constraint_bone]
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cons_obj = getConsObj(end_bone)
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# It's a control empty: turn the ik off
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if not isinstance(cons_obj, bpy.types.PoseBone):
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ik_con = retarget.hasIKConstraint(end_bone)
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if ik_con:
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ik_con.mute = True
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# Deactivate related Blender Constraint
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m_constraint.active = False
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#Deletes the baked fcurves and reactivates relevant constraints
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def unbakeConstraints(context):
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# to unbake constraints we delete the whole strip
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obj = context.active_object
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bones = obj.pose.bones
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scene = bpy.context.scene
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NLATracks = obj.data.mocapNLATracks[obj.data.active_mocap]
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obj.animation_data.action = bpy.data.actions[NLATracks.auto_fix_track]
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constraintTrack = obj.animation_data.nla_tracks[NLATracks.auto_fix_track]
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constraintStrip = constraintTrack.strips[0]
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action = constraintStrip.action
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# delete the fcurves on the strip
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for fcurve in action.fcurves:
|
|
action.fcurves.remove(fcurve)
|
|
# reactivate relevant constraints
|
|
for m_constraint in obj.data.mocap_constraints:
|
|
end_bone = bones[m_constraint.real_constraint_bone]
|
|
cons_obj = getConsObj(end_bone)
|
|
# It's a control empty: turn the ik back on
|
|
if not isinstance(cons_obj, bpy.types.PoseBone):
|
|
ik_con = retarget.hasIKConstraint(end_bone)
|
|
if ik_con:
|
|
ik_con.mute = False
|
|
m_constraint.active = True
|
|
|
|
|
|
def updateConstraints(obj, context):
|
|
fixes = obj.data.mocap_constraints
|
|
for fix in fixes:
|
|
fix.active = False
|
|
fix.active = True
|