def SetTransformAtTime(dag, time, transform): pos = vs.Vector() quat = vs.Quaternion() vs.MatrixPosition(transform, pos) vs.MatrixQuaternion(transform, quat) SetValueAtTime(dag.FindTransformControl().GetPositionChannel(), time, pos) SetValueAtTime(dag.FindTransformControl().GetOrientationChannel(), time, quat)
def TransformToPosQuat(transform): pos = vs.Vector() quat = vs.Quaternion() vs.MatrixPosition(transform, pos) vs.MatrixQuaternion(transform, quat) return pos, quat
def TransformToPosEuler(transform): pos = vs.Vector() quat = vs.Quaternion() vs.MatrixPosition(transform, pos) vs.MatrixQuaternion(transform, quat) euler = vs.RadianEuler() vs.QuaternionAngles(quat, euler) return pos, euler
def writeToGroup(self, group): animset = sfm.GetCurrentAnimationSet() shot = sfm.GetCurrentShot() rootDag = sfmUtils.FindFirstDag([ "RootTransform", "rootTransform", "roottransform", "Roottransform" ]) suffix = self.createSuffix(self.target) groupAddStringAttribute(group, name_targetname, self.target) group.SetValue(name_boxsize, self.boxsize) group.SetValue(name_boxcenter, self.boxcenter) group.SetValue(name_margin, float(self.margin)) group.SetValue(name_mass, float(self.mass)) self.handle = sfm.CreateRigHandle(name_handle + suffix, group=group.GetName()) #position the handle at the box center bonedag = sfm.FindDag(self.target) CenterTransform = PosQuatToTransform(self.boxcenter, vs.Quaternion(0, 0, 0, 1)) ResultTransform = vs.matrix3x4_t() vs.ConcatTransforms(bonedag.GetAbsTransform(), CenterTransform, ResultTransform) self.handle.SetAbsTransform(ResultTransform) sfmUtils.Parent(self.handle, rootDag) sfm.ParentConstraint(name_handle + suffix, self.target, mo=True) self.force = sfm.CreateRigHandle(name_force + suffix, group=group.GetName()) self.force.SetAbsTransform(self.handle.GetAbsTransform()) sfmUtils.Parent(self.force, self.handle) shapeval = 0 if self.shape == "sphere": shapeval = 1 groupCreateControlledValue(group, name_shape + suffix, shapeval, animset, shot) kineval = 0 if self.mass == 0: kineval = 1 groupCreateControlledValue(group, name_kinematic + suffix, kineval, animset, shot) groupCreateControlledValue(group, name_bounce + suffix, self.bounce, animset, shot) groupCreateControlledValue(group, name_friction + suffix, self.friction, animset, shot) groupCreateControlledValue(group, name_lindamp + suffix, self.lindamp, animset, shot) groupCreateControlledValue(group, name_rotdamp + suffix, self.rotdamp, animset, shot)
def writeToGroup(self, group): animset = sfm.GetCurrentAnimationSet() shot = sfm.GetCurrentShot() rootDag = sfmUtils.FindFirstDag([ "RootTransform", "rootTransform", "roottransform", "Roottransform" ]) suffix = self.createSuffix(self.constype, self.bodya, self.bodyb) groupAddStringAttribute(group, name_typename, self.constype) groupAddStringAttribute(group, name_bodya, self.bodya) groupAddStringAttribute(group, name_bodyb, self.bodyb) self.handle = sfm.CreateRigHandle(name_handle + suffix, group=group.GetName()) #position the handle at bodya plus some offset daga = sfm.FindDag(self.bodya) dagb = sfm.FindDag(self.bodyb) ResultTransform = vs.matrix3x4_t() if (self.pos is None): #placing pos at the same spot as bodyb is usually a good guess ResultTransform = PosQuatToTransform(dagb.GetAbsPosition(), daga.GetAbsOrientation()) else: OffsetTransform = PosQuatToTransform(self.pos, vs.Quaternion(0, 0, 0, 1)) vs.ConcatTransforms(daga.GetAbsTransform(), OffsetTransform, ResultTransform) #end self.handle.SetAbsTransform(ResultTransform) sfmUtils.Parent(self.handle, daga) if (self.constype == "cone"): groupCreateControlledValue(group, name_rotx + suffix, self.rotx / 180.0, animset, shot) groupCreateControlledValue(group, name_roty + suffix, self.roty / 180.0, animset, shot) groupCreateControlledValue(group, name_twist + suffix, self.twist / 180.0, animset, shot)
def listToQuat(tup): return vs.Quaternion(tup[0], tup[1], tup[2], tup[3])
def setDefaults(self): self.constype = "point" self.pos = None self.quat = vs.Quaternion(0, 0, 0, 1) self.bodya = "" self.bodyb = ""
def btToVsQuaternion(quat): return vs.Quaternion(quat.x(), quat.y(), quat.z(), quat.w())