Beispiel #1
0
def addRig(human, rigfile):
    if not os.path.isfile(rigfile):
        rigfile = getpath.findFile(
            rigfile,
            searchPaths=[getpath.getSysDataPath(),
                         getpath.getSysPath()])
        if not os.path.isfile(rigfile):
            #log.error("Rig file %s does not exist.", mhclofile)
            #return
            raise RuntimeError('Rig file "%s" does not exist.' % mhclofile)

    import skeleton
    from armature.options import ArmatureOptions

    armature_options = ArmatureOptions()

    descr = armature_options.loadPreset(
        rigfile, None)  # TODO update skeleton library when in gui mode
    # Load skeleton definition from options
    human._skeleton, boneWeights = skeleton.loadRig(armature_options,
                                                    human.meshData)
    human._skeleton.options = armature_options

    # TODO this should be resolved in the future
    def skeleton_getter():
        return human._skeleton

    human.getSkeleton = skeleton_getter
Beispiel #2
0
    def chooseSkeleton(self, filename):
        """
        Load skeleton from rig definition in a .rig file.
        """
        log.debug("Loading skeleton from rig file %s", filename)

        try:
            self.removeBoneHighlights()
        except:
            pass

        if not filename or os.path.basename(filename) == 'clear.rig':
            # Unload current skeleton
            self.human._skeleton = None
            self.human.animated = None
            if self.skelObj:
                # Remove old skeleton mesh
                gui3d.app.removeObject(self.skelObj)
                self.skelObj = None
                self.skelMesh = None
            self.filechooser.deselectAll()
            self.selectedBone = None
            self.reloadBoneExplorer()
            self.boneCountLbl.setText("Bones: ")
            self.descrLbl.setText("Description: ")
            self.filechooser.selectItem(
                os.path.join(self.rigPaths[0], 'clear.rig'))
            return

        # Load skeleton definition from .rig file
        self.human._skeleton, boneWeights = skeleton.loadRig(
            filename, self.human.meshData)

        # Store a reference to the currently loaded rig
        self.human._skeleton.file = filename
        self.human._skeleton.dirty = False  # Flag used for deferred updating
        self.human._skeleton._library = self  # Temporary member, used for rebuilding skeleton

        self.filechooser.selectItem(filename)

        # Created an AnimatedMesh object to manage the skeletal animation on the
        # human mesh and optionally additional meshes.
        # The animation manager object is accessible by other plugins via
        # gui3d.app.currentHuman.animated.
        self.human.animated = animation.AnimatedMesh(self.human.getSkeleton(),
                                                     self.human.meshData,
                                                     boneWeights)

        # (Re-)draw the skeleton
        self.drawSkeleton(self.human.getSkeleton())

        self.reloadBoneExplorer()
        self.boneCountLbl.setText("Bones: %s" %
                                  self.human.getSkeleton().getBoneCount())
        if self.human.getSkeleton().name in self.rigDescriptions.keys():
            descr = self.rigDescriptions[self.human.getSkeleton().name]
        else:
            descr = "None available"
        self.descrLbl.setText("Description: %s" % descr)
    def chooseSkeleton(self, filename):
        """
        Load skeleton from rig definition in a .rig file.
        """
        log.debug("Loading skeleton from rig file %s", filename)

        try:
            self.removeBoneHighlights()
        except:
            pass

        if not filename or os.path.basename(filename) == 'clear.rig':
            # Unload current skeleton
            self.human._skeleton = None
            self.human.animated = None
            if self.skelObj:
                # Remove old skeleton mesh
                gui3d.app.removeObject(self.skelObj)
                self.skelObj = None
                self.skelMesh = None
            self.filechooser.deselectAll()
            self.selectedBone = None
            self.reloadBoneExplorer()
            self.boneCountLbl.setText("Bones: ")
            self.descrLbl.setText("Description: ")
            self.filechooser.selectItem(os.path.join(self.rigPaths[0], 'clear.rig'))
            return

        # Load skeleton definition from .rig file
        self.human._skeleton, boneWeights = skeleton.loadRig(filename, self.human.meshData)

        # Store a reference to the currently loaded rig
        self.human._skeleton.file = filename
        self.human._skeleton.dirty = False   # Flag used for deferred updating
        self.human._skeleton._library = self  # Temporary member, used for rebuilding skeleton

        self.filechooser.selectItem(filename)

        # Created an AnimatedMesh object to manage the skeletal animation on the
        # human mesh and optionally additional meshes.
        # The animation manager object is accessible by other plugins via 
        # gui3d.app.currentHuman.animated.
        self.human.animated = animation.AnimatedMesh(self.human.getSkeleton(), self.human.meshData, boneWeights)

        # (Re-)draw the skeleton
        self.drawSkeleton(self.human.getSkeleton())

        self.reloadBoneExplorer()
        self.boneCountLbl.setText("Bones: %s" % self.human.getSkeleton().getBoneCount())
        if self.human.getSkeleton().name in self.rigDescriptions.keys():
            descr = self.rigDescriptions[self.human.getSkeleton().name]
        else:
            descr = "None available"
        self.descrLbl.setText("Description: %s" % descr)
    def loadRig(self):
        if self.animated:
            # Set human mesh back to rest pose before removing the animatedMesh
            self.animated.setToRestPose()

        rigtype = "soft1"
        filename = os.path.join("data", "rigs", rigtype+".rig")
        self.skel, boneWeights = skeleton.loadRig(filename, self.human.meshData)
        self.animated = animation.AnimatedMesh(self.skel, self.human.meshData, boneWeights)

        # (Re-)draw the skeleton
        self.drawSkeleton(self.skel)
Beispiel #5
0
    def chooseSkeleton(self, options):
        """
        Load skeleton from an options set.
        """
        log.debug("Loading skeleton with options %s", options)

        self.removeBoneHighlights()

        if not options:
            # Unload current skeleton
            self.human._skeleton = None
            self.human.animated = None
            if self.skelObj:
                # Remove old skeleton mesh
                gui3d.app.removeObject(self.skelObj)
                self.skelObj = None
                self.skelMesh = None
            self.boneCountLbl.setText("Bones: ")
            #self.selectedBone = None

            if self.debugLib:
                self.debugLib.reloadBoneExplorer()
            return

        # Load skeleton definition from options
        self.human._skeleton, boneWeights = skeleton.loadRig(
            options, self.human.meshData)

        # Store a reference to the currently loaded rig
        self.human._skeleton.options = options
        self.human._skeleton.dirty = False  # Flag used for deferred updating
        self.human._skeleton._library = self  # Temporary member, used for rebuilding skeleton

        #self.filechooser.selectItem(options)

        # Created an AnimatedMesh object to manage the skeletal animation on the
        # human mesh and optionally additional meshes.
        # The animation manager object is accessible by other plugins via
        # gui3d.app.currentHuman.animated.
        self.human.animated = animation.AnimatedMesh(self.human.getSkeleton(),
                                                     self.human.meshData,
                                                     boneWeights)

        # (Re-)draw the skeleton
        skel = self.human.getSkeleton()
        self.drawSkeleton(skel)

        if self.debugLib:
            self.debugLib.reloadBoneExplorer()
            self.boneCountLbl.setText("Bones: %s" %
                                      self.human.getSkeleton().getBoneCount())
    def chooseSkeleton(self, options):
        """
        Load skeleton from an options set.
        """
        log.debug("Loading skeleton with options %s", options)

        try:
            self.removeBoneHighlights()
        except:
            pass

        if not options:
            # Unload current skeleton
            self.human._skeleton = None
            self.human.animated = None
            if self.skelObj:
                # Remove old skeleton mesh
                gui3d.app.removeObject(self.skelObj)
                self.skelObj = None
                self.skelMesh = None
            '''
            self.filechooser.deselectAll()
            self.selectedBone = None
            self.reloadBoneExplorer()
            self.boneCountLbl.setText("Bones: ")
            self.descrLbl.setText("Description: ")
            self.filechooser.selectItem(os.path.join(self.rigPaths[0], 'clear.rig'))
            '''
            return

        # Load skeleton definition from options
        self.human._skeleton, boneWeights = skeleton.loadRig(options, self.human.meshData)

        # Store a reference to the currently loaded rig
        self.human._skeleton.options = options
        self.human._skeleton.dirty = False   # Flag used for deferred updating
        self.human._skeleton._library = self  # Temporary member, used for rebuilding skeleton

        #self.filechooser.selectItem(options)

        # Created an AnimatedMesh object to manage the skeletal animation on the
        # human mesh and optionally additional meshes.
        # The animation manager object is accessible by other plugins via
        # gui3d.app.currentHuman.animated.
        self.human.animated = animation.AnimatedMesh(self.human.getSkeleton(), self.human.meshData, boneWeights)

        # (Re-)draw the skeleton
        self.drawSkeleton(self.human.getSkeleton())

        '''
def addRig(human, rigfile):
    if not os.path.isfile(rigfile):
        rigfile = getpath.findFile(rigfile, 
                                   searchPaths = [getpath.getSysDataPath(),
                                                  getpath.getSysPath()])
        if not os.path.isfile(rigfile):
            #log.error("Rig file %s does not exist.", mhclofile)
            #return
            raise RuntimeError('Rig file "%s" does not exist.' % mhclofile)

    import skeleton
    from armature.options import ArmatureOptions

    armature_options = ArmatureOptions()

    descr = armature_options.loadPreset(rigfile, None)    # TODO update skeleton library when in gui mode
    # Load skeleton definition from options
    human._skeleton, boneWeights = skeleton.loadRig(armature_options, human.meshData)
    human._skeleton.options = armature_options

    # TODO this should be resolved in the future
    def skeleton_getter():
        return human._skeleton
    human.getSkeleton = skeleton_getter
def loadAnimationTrack(anim):
    """
    Load animation from a BVH file specified by anim.
    """
    global _jointMappingCache

    if "z_is_up" in anim.options:
        swapYZ = True
    else:
        swapYZ = False

    human = gui3d.app.selectedHuman

    log.debug("Loading BVH %s", anim.getPath())

    # Load BVH data
    bvhRig = bvh.load(anim.getPath(), swapYZ)
    if anim.collection.scale != 1.0:
        # Scale rig
        bvhRig.scale(anim.collection.scale)
        # Scale is only useful when using the joint locations of the BVH rig
        # or when drawing the BVH rig.

    if human.getSkeleton().name == anim.collection.rig:
        # Skeleton and joint rig in BVH match, do a straight mapping of the
        # motion:

        # Load animation data from BVH file and add it to AnimatedMesh
        # This is a list that references a joint name in the BVH for each
        # bone in the skeleton (breadth-first order):
        jointToBoneMap = [bone.name for bone in human.getSkeleton().getBones()]
        animTrack = bvhRig.createAnimationTrack(jointToBoneMap,
                                                anim.getAnimationTrackName())
        gui3d.app.statusPersist("")
    else:
        # Skeleton and joint rig in BVH are not the same, retarget/remap
        # the motion data:
        if not os.path.isfile(
                mh.getSysPath(
                    "tools/blender26x/mh_mocap_tool/target_rigs/%s.trg") %
                human.getSkeleton().name):
            gui3d.app.statusPersist(
                "Cannot apply motion on the selected skeleton %s because there is no target mapping file for it.",
                human.getSkeleton().name)
            return None

        # Load source skeleton of animation for remapping
        cacheName = anim.collection.rig + "_" + human.getSkeleton().name
        if cacheName in _jointMappingCache:
            # Load from cache
            jointToBoneMap = _jointMappingCache[cacheName]
        else:
            # Create and cache mapping
            srcSkel, _ = skeleton.loadRig(
                os.path.join(mh.getSysDataPath('rigs'),
                             '%s.rig' % anim.collection.rig), human.meshData)
            tgtSkel = human.getSkeleton()
            # Load mapping from reference rig to target rig
            # TODO this only works if anim.collection.rig == soft1! We cannot do reverse target mappings
            jointToBoneMap = skeleton.getRetargetMapping(
                None,
                human.getSkeleton().name, human.getSkeleton())
            # We dont use the compensation angles from the retarget map, instead we calculate the difference between reference and target rig ourselves
            excludeFromCompensation = ["Root", "Spine1", "Spine2", "Spine3"]
            jointToBoneMap = skeleton.getRestPoseCompensation(
                srcSkel, tgtSkel, jointToBoneMap, excludeFromCompensation)
            _jointMappingCache[cacheName] = jointToBoneMap

        animTrack = bvhRig.createAnimationTrack(jointToBoneMap,
                                                anim.getAnimationTrackName())
        gui3d.app.statusPersist("")

    log.debug("Created animation track for %s rig.", human.getSkeleton().name)
    log.debug("Frames: %s", animTrack.nFrames)
    log.debug("Playtime: %s", animTrack.getPlaytime())

    return animTrack
def loadAnimationTrack(anim):
    """
    Load animation from a BVH file specified by anim.
    """
    global _jointMappingCache

    if "z_is_up" in anim.options:
        swapYZ = True
    else:
        swapYZ = False

    human = gui3d.app.selectedHuman

    log.debug("Loading BVH %s", anim.getPath())

    # Load BVH data
    bvhRig = bvh.load(anim.getPath(), swapYZ)
    if anim.collection.scale != 1.0:
        # Scale rig
        bvhRig.scale(scale)
        # Scale is only useful when using the joint locations of the BVH rig
        # or when drawing the BVH rig.

    if human.getSkeleton().name == anim.collection.rig:
        # Skeleton and joint rig in BVH match, do a straight mapping of the
        # motion:

        # Load animation data from BVH file and add it to AnimatedMesh
        # This is a list that references a joint name in the BVH for each
        # bone in the skeleton (breadth-first order):
        jointToBoneMap = [bone.name for bone in human.getSkeleton().getBones()]
        animTrack = bvhRig.createAnimationTrack(jointToBoneMap, anim.getAnimationTrackName())
        gui3d.app.statusPersist("")
    else:
        # Skeleton and joint rig in BVH are not the same, retarget/remap
        # the motion data:
        if not os.path.isfile(mh.getSysPath("tools/blender26x/mh_mocap_tool/target_rigs/%s.trg") % human.getSkeleton().name):
            gui3d.app.statusPersist("Cannot apply motion on the selected skeleton %s because there is no target mapping file for it.", human.getSkeleton().name)
            return None

        # Load source skeleton of animation for remapping
        cacheName = anim.collection.rig + "_" + human.getSkeleton().name
        if cacheName in _jointMappingCache:
            # Load from cache
            jointToBoneMap = _jointMappingCache[cacheName]
        else:
            # Create and cache mapping
            srcSkel, _ = skeleton.loadRig(os.path.join(mh.getSysDataPath('rigs'), '%s.rig' % anim.collection.rig), human.meshData)
            tgtSkel = human.getSkeleton()
            # Load mapping from reference rig to target rig
            # TODO this only works if anim.collection.rig == soft1! We cannot do reverse target mappings
            jointToBoneMap = skeleton.getRetargetMapping(None, human.getSkeleton().name, human.getSkeleton())
            # We dont use the compensation angles from the retarget map, instead we calculate the difference between reference and target rig ourselves
            excludeFromCompensation = ["Root", "Spine1", "Spine2", "Spine3"]
            jointToBoneMap = skeleton.getRestPoseCompensation(srcSkel, tgtSkel, jointToBoneMap, excludeFromCompensation)
            _jointMappingCache[cacheName] = jointToBoneMap

        animTrack = bvhRig.createAnimationTrack(jointToBoneMap, anim.getAnimationTrackName())
        gui3d.app.statusPersist("")

    log.debug("Created animation track for %s rig.", human.getSkeleton().name)
    log.debug("Frames: %s", animTrack.nFrames)
    log.debug("Playtime: %s", animTrack.getPlaytime())

    return animTrack