def construct_from_json_dict(self, bone_bind_pose_json_dict) -> TransformNode:
        vector3d_factory = Vector3dFactory()
        quaternion_factory = QuaternionFactory()

        result = TransformNode()
        result.position = vector3d_factory.construct_from_json_dict(bone_bind_pose_json_dict["position"])
        result.rotation = quaternion_factory.construct_from_json_dict(bone_bind_pose_json_dict["rotation"])
        result.scale = vector3d_factory.construct_from_json_dict(bone_bind_pose_json_dict["scale"])
        return result
    def execute(self):
        BlenderSceneManipulator().clear_scene()

        home_transform = TransformNode()

        first_keyframe = 0
        second_keyframe = 5

        test_armature_obj, test_armature_tree_hierarchy = \
            BlenderArmatureBuilder() \
            .with_armature_name(armature_name="TEST_ARMATURE") \
            .with_bone(name="BONE_A", transform=home_transform) \
            .with_bone(name="BONE_B", transform=home_transform) \
            .build()

        animated_armature_tree_hierarchies = BlenderArmatureAnimator \
            .for_armature(test_armature_obj, test_armature_tree_hierarchy) \
            .animate_bone(name="BONE_A",
                          local_transform=
                            TransformNode.construct_with(
                                position=Vector3d(0.3, 0.5, 0.7),
                                rotation=Quaternion(),
                                scale=Vector3d(0.2, 0.4, 0.6)
                            ),
                          keyframe_number=first_keyframe) \
            .animate_bone(name="BONE_A",
                          local_transform=
                            TransformNode.construct_with(
                                position=Vector3d(0.9, 0.1, 0.3),
                                rotation=Quaternion(),
                                scale=Vector3d(0.6, 1.6, 1.3)
                            ),
                          keyframe_number=second_keyframe) \
            .commit()

        calculated_bone_animation_world_matrix_a = BoneMatrixHelper.get_world_matrix_for_bone(
            "BONE_A", animated_armature_tree_hierarchies[0])  # type: Matrix4x4
        calculated_bone_animation_world_matrix_b = BoneMatrixHelper.get_world_matrix_for_bone(
            "BONE_A", animated_armature_tree_hierarchies[1])  # type: Matrix4x4


        BlenderArmatureAnimator \
            .for_armature(test_armature_obj, test_armature_tree_hierarchy) \
            .animate_bone(
                 name="BONE_B",
                 local_transform=TransformNode.from_matrix4x4(calculated_bone_animation_world_matrix_a),
                 keyframe_number=first_keyframe) \
            .animate_bone(
                name="BONE_B",
                local_transform=TransformNode.from_matrix4x4(calculated_bone_animation_world_matrix_b),
                keyframe_number=second_keyframe) \
            .commit()
    def construct_from_json_dict(self,
                                 channel_transform_json_dict) -> TransformNode:
        result = TransformNode()
        result.position = Vector3dFactory().construct_from_json_dict(
            channel_transform_json_dict["position"])

        # altered_position = Vector3d(-result.position.x, -result.position.z, result.position.y)
        # result.position = altered_position

        result.rotation = QuaternionFactory().construct_from_json_dict(
            channel_transform_json_dict["rotation"])
        result.scale = Vector3dFactory().construct_from_json_dict(
            channel_transform_json_dict["scale"])
        return result
 def get_from_bind_bone_pose(
         bone_name: str,
         bind_bone_pose: TransformNode) -> BoneTransformNode:
     result = BoneTransformNode()
     result.bone_name = bone_name
     result.bone_transform = bind_bone_pose.copy()
     return result
コード例 #5
0
    def get_displaced_transforms_for(cls, bones_count: int,
                                     seed: int) -> List[TransformNode]:
        random.seed(seed)
        displaced_coordinates = [
            random.uniform(-1.0, 1.0) for _ in range(bones_count)
        ]
        displaced_scale_coordinates = [
            random.uniform(0.5, 1.2) for _ in range(bones_count)
        ]

        result = []  # type: List[TransformNode]
        home_rotation = Quaternion()

        for index in range(bones_count):
            result.append(
                TransformNode.construct_with(
                    position=Vector3d(displaced_coordinates[index],
                                      displaced_coordinates[index],
                                      displaced_coordinates[index]),
                    rotation=home_rotation,
                    scale=Vector3d(displaced_scale_coordinates[index],
                                   displaced_scale_coordinates[index],
                                   displaced_scale_coordinates[index])))

        return result
 def from_matrix4x4(bone_name: str,
                    matrix: Matrix4x4,
                    is_keyframe: bool = False) -> 'BoneTransformNode':
     result = BoneTransformNode()
     result.bone_name = bone_name
     result.bone_transform = TransformNode.from_matrix4x4(matrix)
     result.is_keyframe = is_keyframe
     return result
 def from_transform_node(bone_name: str,
                         transform_node: TransformNode,
                         is_keyframe: bool = False) -> 'BoneTransformNode':
     result = BoneTransformNode()
     result.bone_name = bone_name
     result.bone_transform = transform_node.copy()
     result.is_keyframe = is_keyframe
     return result
    def zero_out_not_used_subobjects_bones_transformations_adding_them_to_pose_hierarchy(
            cls, pose_hierarchy: TreeHierarchy,
            all_actual_armature_bones_names: List[str]):
        for armature_bone_name in all_actual_armature_bones_names:
            if not pose_hierarchy.contains_node_key(armature_bone_name):
                effectively_zeroed_scale_out_transform_node = TransformNode()
                effectively_zeroed_scale_out_transform_node.scale = Vector3d(
                    0.0, 0.0, 0.0)

                pose_hierarchy.add_node(
                    parent_key=UnifiedArmatureWithDeformSetsBonesNamingHelper.
                    get_bone_name_for_root_channel(),
                    node_key=armature_bone_name,
                    node=BoneTransformNode.from_transform_node(
                        bone_name=armature_bone_name,
                        transform_node=
                        effectively_zeroed_scale_out_transform_node,
                        is_keyframe=True))
    def get_home_transformed_bone_node(self,
                                       bone_name: str) -> EditModeBoneNode:
        bone_node = EditModeBoneNode()
        bone_node.bone_name = bone_name

        head_position, tail_position = EditModeBoneNodeDataFactory.get_head_and_tail_position_from(
            TransformNode())
        bone_node.head_position = head_position
        bone_node.tail_position = tail_position
        return bone_node
    def get_armature_chained_bones_transforms_for(
        cls, bones_count: int) -> List[TransformNode]:

        result = []  # type: List[TransformNode]

        current_position = Vector3d()
        home_rotation = Quaternion()
        home_scale = Vector3d(1.0, 1.0, 1.0)
        for _ in range(bones_count):
            current_position += Vector3d(x=0.0, y=1.0, z=0.0)
            result.append(TransformNode.construct_with(
                position=current_position, rotation=home_rotation, scale=home_scale))
        
        return result
コード例 #11
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    def interpolate_linear_for_frame(
            cls, frame_number: int, frames_count: int,
            channel_timeline_keyframes: Dict[int,
                                             TransformNode]) -> TransformNode:
        preceeding_keyframe_key_appropriate_for_frame_number = \
            cls._get_preeceding_keyframe_key_appropriate_for_frame_number(
                frame_number=frame_number,
                frames_count=frames_count,
                channel_timeline_keyframes=channel_timeline_keyframes)  # type: int

        frames_since_keyframe = frame_number - preceeding_keyframe_key_appropriate_for_frame_number  # type: int

        if cls._is_end_keyframe(
                preceeding_keyframe_key_appropriate_for_frame_number,
                channel_timeline_keyframes):
            next_keyframe_key = cls._get_first_keyframe_key(
                channel_timeline_keyframes)  # type: int
            frames_difference = frames_count - 1 + next_keyframe_key - preceeding_keyframe_key_appropriate_for_frame_number  # type: int
            if frames_difference == 0:
                interpolation = 0.0  # type: float
            else:
                interpolation = frames_since_keyframe / float(
                    frames_difference)  # type: float
        else:
            next_keyframe_key = cls._get_next_keyframe_key_after(
                preceeding_keyframe_key_appropriate_for_frame_number,
                channel_timeline_keyframes)  # type: int

            frames_difference = next_keyframe_key - preceeding_keyframe_key_appropriate_for_frame_number  # type: int
            interpolation = frames_since_keyframe / float(
                frames_difference)  # type: float

        keyframe_channel_transform_a = channel_timeline_keyframes[
            preceeding_keyframe_key_appropriate_for_frame_number]  # type: TransformNode
        keyframe_channel_transform_b = channel_timeline_keyframes[
            next_keyframe_key]  # type: TransformNode

        return TransformNode.lerp(keyframe_channel_transform_a,
                                  keyframe_channel_transform_b, interpolation)
    def construct_bones_keyframes_transforms_tree_hierarchy_for(
        cls,
        bones_keyframes: Dict[str, TransformNode],
        armature_hierarchy: TreeHierarchy
    ) -> TreeHierarchy:
        result_tree_hierarchy = TreeHierarchy()
        home_transform = TransformNode()
        for hierarchy_iter in armature_hierarchy.iterate_nodes():
            bone_name = hierarchy_iter.key  # type: str
            result_tree_hierarchy.add_node(
                parent_key=hierarchy_iter.parent_key,
                node_key=bone_name,
                node=BoneTransformNode.from_transform_node(
                    bone_name=bone_name,
                    transform_node=bones_keyframes[bone_name],
                    is_keyframe=True) if bone_name in bones_keyframes else
                    BoneTransformNode.from_transform_node(
                        bone_name=bone_name,
                        transform_node=home_transform,
                        is_keyframe=False))

        return result_tree_hierarchy
class BoneTransformNode:
    def __init__(self):
        self.bone_name = None  # type: str
        self.bone_transform = TransformNode()
        self.is_keyframe = False

    def copy(self) -> 'BoneTransformNode':
        result = BoneTransformNode()
        result.bone_name = self.bone_name
        result.bone_transform = self.bone_transform.copy()
        return result

    @staticmethod
    def from_transform_node(bone_name: str,
                            transform_node: TransformNode,
                            is_keyframe: bool = False) -> 'BoneTransformNode':
        result = BoneTransformNode()
        result.bone_name = bone_name
        result.bone_transform = transform_node.copy()
        result.is_keyframe = is_keyframe
        return result

    @staticmethod
    def from_matrix4x4(bone_name: str,
                       matrix: Matrix4x4,
                       is_keyframe: bool = False) -> 'BoneTransformNode':
        result = BoneTransformNode()
        result.bone_name = bone_name
        result.bone_transform = TransformNode.from_matrix4x4(matrix)
        result.is_keyframe = is_keyframe
        return result

    @classmethod
    def get_zero_transform_with_bone_name(
            cls, bone_name: str) -> 'BoneTransformNode':
        return cls.from_transform_node(bone_name=bone_name,
                                       transform_node=TransformNode())
 def __init__(self):
     self.bone_name = None  # type: str
     self.bone_transform = TransformNode()
     self.is_keyframe = False
コード例 #15
0
 def with_bone(self, name: str, transform: TransformNode) -> 'BlenderArmatureBuilder':
     self.bones_edit_mode_transforms.append((name, transform.copy()))
     return self
 def get_zero_transform_with_bone_name(
         cls, bone_name: str) -> 'BoneTransformNode':
     return cls.from_transform_node(bone_name=bone_name,
                                    transform_node=TransformNode())
 def animate_bone(self, name: str, local_transform: TransformNode, keyframe_number: int) -> 'BlenderArmatureAnimator':
     self._add_keyframe_if_does_not_exist(keyframe_number)
     self.bones_keyframes[keyframe_number][name] = local_transform.copy()
     return self
コード例 #18
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    def _synthetic_transformation_verification_example(self):
        BlenderSceneManipulator().clear_scene()

        home_transform = TransformNode()

        first_keyframe = 0
        second_keyframe = 10

        chained_armature_chained_bones_transforms = \
            ChainedBonesTransformsFactory.get_armature_chained_bones_transforms_for(
                bones_count=7
            )  # type: List[TransformNode]

        blender_flat_armature_obj, blender_flat_armature_tree_hierarchy = \
            BlenderArmatureBuilder() \
            .with_armature_name("SYNTHETIC_EXAMPLE_FLAT_ARMATURE") \
            .with_bone(name="E1_BONE_TOP", transform=home_transform) \
            .with_bone(name="E1_BONE_BOTTOM", transform=chained_armature_chained_bones_transforms[6]) \
            .parent_bones(child="E1_BONE_BOTTOM", parent="E1_BONE_TOP") \
            .build()

        blender_parented_armature_obj, blender_parented_armature_tree_hierarchy = \
             BlenderArmatureBuilder() \
            .with_armature_name("SYNTHETIC_EXAMPLE_PARENTED_ARMATURE") \
            .with_bone(name="E2_BONE_TOP", transform=home_transform) \
            .with_bone(name="E2_BONE_CHAIN_1", transform=chained_armature_chained_bones_transforms[1]) \
            .with_bone(name="E2_BONE_CHAIN_2", transform=chained_armature_chained_bones_transforms[2]) \
            .with_bone(name="E2_BONE_CHAIN_3", transform=chained_armature_chained_bones_transforms[3]) \
            .with_bone(name="E2_BONE_CHAIN_4", transform=chained_armature_chained_bones_transforms[4]) \
            .with_bone(name="E2_BONE_CHAIN_5", transform=chained_armature_chained_bones_transforms[5]) \
            .with_bone(name="E2_BONE_BOTTOM", transform=chained_armature_chained_bones_transforms[6]) \
            .parent_bones(child="E2_BONE_BOTTOM", parent="E2_BONE_CHAIN_5") \
            .parent_bones(child="E2_BONE_CHAIN_5", parent="E2_BONE_CHAIN_4") \
            .parent_bones(child="E2_BONE_CHAIN_4", parent="E2_BONE_CHAIN_3") \
            .parent_bones(child="E2_BONE_CHAIN_3", parent="E2_BONE_CHAIN_2") \
            .parent_bones(child="E2_BONE_CHAIN_2", parent="E2_BONE_CHAIN_1") \
            .parent_bones(child="E2_BONE_CHAIN_1", parent="E2_BONE_TOP") \
            .build()

        displaced_chained_bones_transforms_first_keyframe = DisplacedChainedBonesTransformsFactory.get_displaced_transforms_for(
            bones_count=7,
            seed=1
        )

        displaced_chained_bones_transforms_second_keyframe = DisplacedChainedBonesTransformsFactory.get_displaced_transforms_for(
            bones_count=7,
            seed=2
        )

        animated_armature_tree_hierarchies = BlenderArmatureAnimator \
            .for_armature(blender_parented_armature_obj, blender_parented_armature_tree_hierarchy) \
            .animate_bone(name="E2_BONE_TOP",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[0],
                          keyframe_number=first_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_1",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[1],
                          keyframe_number=first_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_2",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[2],
                          keyframe_number=first_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_3",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[3],
                          keyframe_number=first_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_4",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[4],
                          keyframe_number=first_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_5",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[5],
                          keyframe_number=first_keyframe) \
            .animate_bone(name="E2_BONE_BOTTOM",
                          local_transform=displaced_chained_bones_transforms_first_keyframe[6],
                          keyframe_number=first_keyframe) \
                              \
                              \
            .animate_bone(name="E2_BONE_TOP",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[0],
                          keyframe_number=second_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_1",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[1],
                          keyframe_number=second_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_2",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[2],
                          keyframe_number=second_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_3",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[3],
                          keyframe_number=second_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_4",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[4],
                          keyframe_number=second_keyframe) \
            .animate_bone(name="E2_BONE_CHAIN_5",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[5],
                          keyframe_number=second_keyframe) \
            .animate_bone(name="E2_BONE_BOTTOM",
                          local_transform=displaced_chained_bones_transforms_second_keyframe[6],
                          keyframe_number=second_keyframe) \
            .commit()

        #bone_animation_local_matrix_a = BlenderArmatureBoneCurrentAnimationDataHelper \
        #    .get_bone_local_matrix(
        #        armature=blender_parented_armature_obj, bone_name="E2_BONE_BOTTOM", frame_number=first_keyframe)

        #bone_animation_local_matrix_b = BlenderArmatureBoneCurrentAnimationDataHelper \
        #    .get_bone_local_matrix(
        #        armature=blender_parented_armature_obj, bone_name="E2_BONE_BOTTOM", frame_number=second_keyframe)

        calculated_bone_animation_world_matrix_a = BoneMatrixHelper.get_world_matrix_for_bone(
                    "E2_BONE_BOTTOM", animated_armature_tree_hierarchies[0])  # type: Matrix4x4
        calculated_bone_animation_world_matrix_b = BoneMatrixHelper.get_world_matrix_for_bone(
                    "E2_BONE_BOTTOM", animated_armature_tree_hierarchies[1])  # type: Matrix4x4

        BlenderArmatureAnimator \
            .for_armature(blender_flat_armature_obj, blender_flat_armature_tree_hierarchy) \
            .animate_bone(
                 name="E1_BONE_BOTTOM",
                 local_transform=TransformNode.from_matrix4x4(calculated_bone_animation_world_matrix_a),
                 keyframe_number=first_keyframe) \
            .animate_bone(
                name="E1_BONE_BOTTOM",
                local_transform=TransformNode.from_matrix4x4(calculated_bone_animation_world_matrix_b),
                keyframe_number=second_keyframe) \
            .commit()