Exemple #1
0
    def createAnimationTrack(self, jointsOrder=None, name="BVHMotion"):
        """
        Create an animation track from the motion stored in this BHV file.
        """
        if jointsOrder == None:
            jointsData = [
                joint.matrixPoses for joint in self.getJoints()
                if not joint.isEndConnector()
            ]
            # We leave out end effectors as they should not have animation data
        else:
            nFrames = self.frameCount
            import re
            # Remove the tail from duplicate bone names
            for idx, jName in enumerate(jointsOrder):
                # Joint mappings can contain a rotation compensation
                if isinstance(jName, tuple):
                    jName, _ = jName
                if not jName:
                    continue
                r = re.search("(.*)_\d+$", jName)
                if r:
                    jointsOrder[idx] = r.group(1)

            jointsData = []
            for jointName in jointsOrder:
                if isinstance(jointName, tuple):
                    jointName, angle = jointName
                else:
                    angle = 0.0
                if jointName:
                    poseMats = self.getJointByCanonicalName(
                        jointName).matrixPoses.copy()
                    if isinstance(angle, float):
                        if angle != 0.0:
                            # Rotate around global Z axis
                            rot = tm.rotation_matrix(-angle * D, [0, 0, 1])
                            # Roll around global Y axis (this is a limitation)
                            roll = tm.rotation_matrix(angle * D, [0, 1, 0])
                            for i in xrange(nFrames):
                                # TODO make into numpy loop
                                poseMats[i] = np.dot(poseMats[i], rot)
                                poseMats[i] = np.dot(poseMats[i], roll)
                    else:  # Compensation (angle) is a transformation matrix
                        # Compensate animation frames
                        for i in xrange(nFrames):
                            # TODO make into numpy loop
                            poseMats[i] = np.mat(poseMats[i]) * np.mat(angle)
                            #poseMats[i] = np.mat(angle) # Test compensated rest pose
                    jointsData.append(poseMats)
                else:
                    jointsData.append(animation.emptyTrack(nFrames))

        nJoints = len(jointsData)
        nFrames = len(jointsData[0])

        # Interweave joints animation data, per frame with joints in breadth-first order
        animData = np.hstack(jointsData).reshape(nJoints * nFrames, 4, 4)
        framerate = 1.0 / self.frameTime
        return animation.AnimationTrack(name, animData, nFrames, framerate)
Exemple #2
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    def createAnimationTrack(self, jointsOrder = None, name="BVHMotion"):
        """
        Create an animation track from the motion stored in this BHV file.
        """
        if jointsOrder == None:
            jointsData = [joint.matrixPoses for joint in self.getJoints() if not joint.isEndConnector()]
            # We leave out end effectors as they should not have animation data
        else:
            nFrames = self.frameCount
            import re
            # Remove the tail from duplicate bone names
            for idx,jName in enumerate(jointsOrder):
                # Joint mappings can contain a rotation compensation
                if isinstance(jName, tuple):
                    jName, _ = jName
                if not jName:
                    continue
                r = re.search("(.*)_\d+$",jName)
                if r:
                    jointsOrder[idx] = r.group(1)

            jointsData = []
            for jointName in jointsOrder:
                if isinstance(jointName, tuple):
                    jointName, angle = jointName
                else:
                    angle = 0.0
                if jointName:
                    poseMats = self.getJointByCanonicalName(jointName).matrixPoses.copy()
                    if isinstance(angle, float):
                        if angle != 0.0:
                            # Rotate around global Z axis
                            rot = tm.rotation_matrix(-angle*D, [0,0,1])
                            # Roll around global Y axis (this is a limitation)
                            roll = tm.rotation_matrix(angle*D, [0,1,0])
                            for i in range(nFrames):
                                # TODO make into numpy loop
                                poseMats[i] = np.dot(poseMats[i], rot)
                                poseMats[i] = np.dot(poseMats[i], roll)
                    else:   # Compensation (angle) is a transformation matrix
                        # Compensate animation frames
                        for i in range(nFrames):
                            # TODO make into numpy loop
                            poseMats[i] = np.mat(poseMats[i]) * np.mat(angle)
                            #poseMats[i] = np.mat(angle) # Test compensated rest pose
                    jointsData.append(poseMats)
                else:
                    jointsData.append(animation.emptyTrack(nFrames))

        nJoints = len(jointsData)
        nFrames = len(jointsData[0])

        # Interweave joints animation data, per frame with joints in breadth-first order
        animData = np.hstack(jointsData).reshape(nJoints*nFrames,4,4)
        framerate = 1.0/self.frameTime
        return animation.AnimationTrack(name, animData, nFrames, framerate)
Exemple #3
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    def calculateFrames(self):
        """
        Calculate transformation matrices from this joint's (BVH) channel data.
        """
        self.frames = np.asarray(self.frames, dtype=np.float32)
        nChannels = len(self.channels)
        nFrames = self.skeleton.frameCount
        dataLen = nFrames * nChannels
        if len(self.frames) < dataLen:
            log.debug("Frame data: %s", self.frames)
            raise RuntimeError(
                'Expected frame data length for joint %s is %s found %s' %
                (self.getName(), dataLen, len(self.frames)))

        rotOrder = ""
        rotAngles = []
        rXs = rYs = rZs = None
        for (chanIdx, channel) in enumerate(self.channels):

            if channel == "Xposition":
                rXs = self.frames[chanIdx:dataLen:nChannels]
            elif channel == "Yposition":
                if self.skeleton.convertFromZUp:
                    rZs = -self.frames[chanIdx:dataLen:nChannels]
                else:
                    rYs = self.frames[chanIdx:dataLen:nChannels]
            elif channel == "Zposition":
                if self.skeleton.convertFromZUp:
                    rYs = self.frames[chanIdx:dataLen:nChannels]
                else:
                    rZs = self.frames[chanIdx:dataLen:nChannels]

            elif channel == "Xrotation":
                aXs = D * self.frames[chanIdx:dataLen:nChannels]
                rotOrder = "x" + rotOrder
                rotAngles.append(aXs)
            elif channel == "Yrotation":
                if self.skeleton.convertFromZUp:
                    aYs = -D * self.frames[chanIdx:dataLen:nChannels]
                    rotOrder = "z" + rotOrder
                else:
                    aYs = D * self.frames[chanIdx:dataLen:nChannels]
                    rotOrder = "y" + rotOrder
                rotAngles.append(aYs)
            elif channel == "Zrotation":
                aZs = D * self.frames[chanIdx:dataLen:nChannels]
                if self.skeleton.convertFromZUp:
                    rotOrder = "y" + rotOrder
                else:
                    rotOrder = "z" + rotOrder
                rotAngles.append(aZs)

        rotOrder = "s" + rotOrder
        self.rotOrder = rotOrder

        # Calculate pose matrix for each animation frame
        self.matrixPoses = animation.emptyTrack(nFrames)

        # Add rotations to pose matrices
        if len(rotAngles) > 0 and len(rotAngles) < 3:
            # TODO allow partial rotation channels too?
            pass
        elif len(rotAngles) >= 3:
            for frameIdx in range(nFrames):
                self.matrixPoses[frameIdx, :3, :3] = tm.euler_matrix(
                    rotAngles[2][frameIdx],
                    rotAngles[1][frameIdx],
                    rotAngles[0][frameIdx],
                    axes=rotOrder)[:3, :3]

            # TODO eliminate loop with numpy?
            '''
            for rotAngle in rotAngles:  
                self.matrixPoses[:] = tm.euler_matrix(rotAngle[2], rotAngle[1], rotAngle[0], axes=rotOrder))
            # unfortunately tm.euler_matrix is not a np ufunc
            '''

        # Add translations to pose matrices
        # Allow partial transformation channels too
        allowTranslation = self.skeleton.allowTranslation
        if allowTranslation == "all":
            poseTranslate = True
        elif allowTranslation == "onlyroot":
            poseTranslate = (self.parent is None)
        else:
            poseTranslate = False
        if poseTranslate and (rXs is not None or rYs is not None
                              or rZs is not None):
            if rXs is None:
                rXs = np.zeros(nFrames, dtype=np.float32)
            if rYs is None:
                rYs = np.zeros(nFrames, dtype=np.float32)
            if rZs is None:
                rZs = np.zeros(nFrames, dtype=np.float32)

            self.matrixPoses[:, :3, 3] = np.column_stack([rXs, rYs, rZs])[:, :]
Exemple #4
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    def createAnimationTrack(self, skel=None, name=None):
        """
        Create an animation track from the motion stored in this BHV file.
        """
        def _bvhJointName(boneName):
            # Remove the tail from duplicate bone names (added by the BVH parser)
            import re
            if not boneName:
                return boneName
            r = re.search("(.*)_\d+$", boneName)
            if r:
                return r.group(1)
            return boneName

        def _createAnimation(jointsData, name, frameTime, nFrames):
            nJoints = len(jointsData)
            #nFrames = len(jointsData[0])

            # Interweave joints animation data, per frame with joints in breadth-first order
            animData = np.hstack(jointsData).reshape(nJoints * nFrames, 3, 4)
            framerate = 1.0 / frameTime
            return animation.AnimationTrack(name, animData, nFrames, framerate)

        if name is None:
            name = self.name

        if skel is None:
            jointsData = [
                joint.matrixPoses for joint in self.getJoints()
                if not joint.isEndConnector()
            ]
            # We leave out end effectors as they should not have animation data

            return _createAnimation(jointsData, name, self.frameTime,
                                    self.frameCount)
        elif isinstance(skel, list):
            # skel parameter is a list of joint or bone names
            jointsOrder = skel

            jointsData = []
            for jointName in jointsOrder:
                jointName = _bvhJointName(jointName)
                if jointName and self.getJointByCanonicalName(
                        jointName) is not None:
                    poseMats = self.getJointByCanonicalName(
                        jointName).matrixPoses.copy()
                    jointsData.append(poseMats)
                else:
                    jointsData.append(animation.emptyTrack(self.frameCount))

            return _createAnimation(jointsData, name, self.frameTime,
                                    self.frameCount)
        else:
            # skel parameter is a Skeleton
            jointsData = []
            for bone in skel.getBones():
                if len(bone.reference_bones) > 0:
                    # Combine the rotations of reference bones to influence this bone
                    # TODO combining poses like this does not work, works with one reference bone only
                    bvhJoints = []
                    for bonename in bone.reference_bones:
                        jointname = _bvhJointName(bonename)
                        joint = self.getJointByCanonicalName(jointname)
                        if joint:
                            bvhJoints.append(joint)

                    if len(bvhJoints) == 0:
                        poseMats = animation.emptyTrack(self.frameCount)
                    elif len(bvhJoints) == 1:
                        poseMats = bvhJoints[0].matrixPoses.copy()
                    else:  # len(bvhJoints) >= 2:
                        # Combine the rotations using quaternions to simplify math and normalizing (rotations only)
                        poseMats = animation.emptyTrack(self.frameCount)
                        m = np.identity(4, dtype=np.float32)
                        for f_idx in range(self.frameCount):
                            m[:3, :4] = bvhJoints[0].matrixPoses[f_idx]
                            q1 = tm.quaternion_from_matrix(m, True)
                            m[:3, :4] = bvhJoints[1].matrixPoses[f_idx]
                            q2 = tm.quaternion_from_matrix(m, True)

                            quat = tm.quaternion_multiply(q2, q1)

                            for bvhJoint in bvhJoints[2:]:
                                m[:3, :4] = bvhJoint.matrixPoses[f_idx]
                                q = tm.quaternion_from_matrix(m, True)
                                quat = tm.quaternion_multiply(q, quat)

                            poseMats[f_idx] = tm.quaternion_matrix(
                                quat)[:3, :4]

                    jointsData.append(poseMats)
                else:
                    # Map bone to joint by bone name
                    jointName = _bvhJointName(bone.name)
                    joint = self.getJointByCanonicalName(jointName)
                    if joint:
                        jointsData.append(joint.matrixPoses.copy())
                    else:
                        jointsData.append(animation.emptyTrack(
                            self.frameCount))

            return _createAnimation(jointsData, name, self.frameTime,
                                    self.frameCount)
Exemple #5
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    def calculateFrames(self):
        """
        Calculate transformation matrices from this joint's (BVH) channel data.
        """
        self.frames = np.asarray(self.frames, dtype=np.float32)
        nChannels = len(self.channels)
        nFrames = self.skeleton.frameCount
        dataLen = nFrames * nChannels
        if len(self.frames) < dataLen:
            log.debug("Frame data: %s", self.frames)
            raise RuntimeError('Expected frame data length for joint %s is %s found %s' % ( self.getName(),
                dataLen, len(self.frames)))

        rotOrder = ""
        rotAngles = []
        rXs = rYs = rZs = None
        for (chanIdx, channel) in enumerate(self.channels):

            if channel == "Xposition":
                rXs = self.frames[chanIdx:dataLen:nChannels]
            elif channel == "Yposition":
                rYs = self.frames[chanIdx:dataLen:nChannels]
            elif channel == "Zposition":
                rZs = self.frames[chanIdx:dataLen:nChannels]

            elif channel == "Xrotation":
                aXs = D*self.frames[chanIdx:dataLen:nChannels]
                rotOrder = "x" + rotOrder
                rotAngles.append(aXs)
            elif channel == "Yrotation":
                if self.skeleton.convertFromZUp:
                    aYs = -D*self.frames[chanIdx:dataLen:nChannels]
                    rotOrder = "z" + rotOrder
                else:
                    aYs = D*self.frames[chanIdx:dataLen:nChannels]
                    rotOrder = "y" + rotOrder
                rotAngles.append(aYs)
            elif channel == "Zrotation":
                aZs = D*self.frames[chanIdx:dataLen:nChannels]
                if self.skeleton.convertFromZUp:
                    rotOrder = "y" + rotOrder
                else:
                    rotOrder = "z" + rotOrder
                rotAngles.append(aZs)

        rotOrder = "s"+ rotOrder
        self.rotOrder = rotOrder

        # Calculate pose matrix for each animation frame
        self.matrixPoses = animation.emptyTrack(nFrames)

        # Add rotations to pose matrices
        if len(rotAngles) > 0 and len(rotAngles) < 3:
            # TODO allow partial rotation channels too?
            pass
        elif len(rotAngles) >= 3:
            for frameIdx in range(nFrames):
                self.matrixPoses[frameIdx,:3,:3] = tm.euler_matrix(rotAngles[2][frameIdx], rotAngles[1][frameIdx], rotAngles[0][frameIdx], axes=rotOrder)[:3,:3]

            # TODO eliminate loop with numpy?
            '''
            for rotAngle in rotAngles:  
                self.matrixPoses[:] = tm.euler_matrix(rotAngle[2], rotAngle[1], rotAngle[0], axes=rotOrder))
            # unfortunately tm.euler_matrix is not a np ufunc
            '''

        # Add translations to pose matrices
        # Allow partial transformation channels too
        if rXs != None or rYs != None or rZs != None:
            if rXs == None:
                rXs = np.zeros(nFrames, dtype=np.float32)
            if rYs == None:
                rYs = np.zeros(nFrames, dtype=np.float32)
            if rZs == None:
                rZs = np.zeros(nFrames, dtype=np.float32)

            self.matrixPoses[:,:3,3] = np.column_stack([rXs,rYs,rZs])[:,:]
Exemple #6
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    def createAnimationTrack(self, skel=None, name=None):
        """
        Create an animation track from the motion stored in this BHV file.
        """
        def _bvhJointName(boneName):
            # Remove the tail from duplicate bone names (added by the BVH parser)
            import re
            if not boneName:
                return boneName
            r = re.search("(.*)_\d+$", boneName)
            if r:
                return r.group(1)
            return boneName

        def _createAnimation(jointsData, name, frameTime, nFrames):
            nJoints = len(jointsData)
            #nFrames = len(jointsData[0])

            # Interweave joints animation data, per frame with joints in breadth-first order
            animData = np.hstack(jointsData).reshape(nJoints*nFrames,3,4)
            framerate = 1.0/frameTime
            return animation.AnimationTrack(name, animData, nFrames, framerate)

        if name is None:
            name = self.name

        if skel is None:
            jointsData = [joint.matrixPoses for joint in self.getJoints() if not joint.isEndConnector()]
            # We leave out end effectors as they should not have animation data

            return _createAnimation(jointsData, name, self.frameTime, self.frameCount)
        elif isinstance(skel, list):
            # skel parameter is a list of joint or bone names
            jointsOrder = skel

            jointsData = []
            for jointName in jointsOrder:
                jointName = _bvhJointName(jointName)
                if jointName and self.getJointByCanonicalName(jointName) is not None:
                    poseMats = self.getJointByCanonicalName(jointName).matrixPoses.copy()
                    jointsData.append(poseMats)
                else:
                    jointsData.append(animation.emptyTrack(self.frameCount))

            return _createAnimation(jointsData, name, self.frameTime, self.frameCount)
        else:
            # skel parameter is a Skeleton
            jointsData = []
            for bone in skel.getBones():
                if len(bone.reference_bones) > 0:
                    # Combine the rotations of reference bones to influence this bone
                    bvhJoints = []
                    for bonename in bone.reference_bones:
                        jointname = _bvhJointName(bonename)
                        joint = self.getJointByCanonicalName(jointname)
                        if joint:
                            bvhJoints.append(joint)

                    if len(bvhJoints) == 0:
                        poseMats = animation.emptyTrack(self.frameCount)
                    elif len(bvhJoints) == 1:
                        poseMats = bvhJoints[0].matrixPoses.copy()
                    else:  # len(bvhJoints) >= 2:
                        # Combine the rotations using quaternions to simplify math and normalizing (rotations only)
                        poseMats = animation.emptyTrack(self.frameCount)
                        m = np.identity(4, dtype=np.float32)
                        for f_idx in xrange(self.frameCount):
                            m[:3,:4] = bvhJoints[0].matrixPoses[f_idx]
                            q1 = tm.quaternion_from_matrix(m, True)
                            m[:3,:4] = bvhJoints[1].matrixPoses[f_idx]
                            q2 = tm.quaternion_from_matrix(m, True)

                            quat = tm.quaternion_multiply(q2, q1)

                            for bvhJoint in bvhJoints[2:]:
                                m[:3,:4] = bvhJoint.matrixPoses[f_idx]
                                q = tm.quaternion_from_matrix(m, True)
                                quat = tm.quaternion_multiply(q, quat)

                            poseMats[f_idx] = tm.quaternion_matrix( quat )[:3,:4]

                    jointsData.append(poseMats)
                else:
                    # Map bone to joint by bone name
                    jointName = _bvhJointName(bone.name)
                    joint = self.getJointByCanonicalName(jointName)
                    if joint:
                        jointsData.append( joint.matrixPoses.copy() )
                    else:
                        jointsData.append(animation.emptyTrack(self.frameCount))

            return _createAnimation(jointsData, name, self.frameTime, self.frameCount)