Пример #1
0
def calc_finger(bf: VmdBoneFrame, motion: VmdMotion, model: PmxModel,
                jname: str, default_joints: dict, frame_joints: dict,
                name_list: list, parent_list: list):
    rotation = calc_direction_qq(bf.fno, motion, frame_joints, *name_list)
    bone_initial = calc_bone_direction_qq(bf, motion, model, jname, *name_list)

    qq = MQuaternion()
    for parent_name in reversed(parent_list):
        qq *= motion.calc_bf(parent_name, bf.fno).rotation.inverted()
    qq = qq * rotation * bone_initial.inverted()

    _, _, z_qq, _ = separate_local_qq(bf.fno, bf.name, qq,
                                      model.get_local_x_axis(bf.name))
    z_limited_qq = MQuaternion.fromAxisAndAngle(
        MVector3D(0, 0, -1 * (-1 if "right" in jname else 1)),
        min(90, z_qq.toDegree()))
    bf.rotation = z_limited_qq

    motion.regist_bf(bf, bf.name, bf.fno)
Пример #2
0
def calc_bone_direction_qq(bf: VmdBoneFrame, motion: VmdMotion,
                           model: PmxModel, jname: str,
                           direction_from_name: str, direction_to_name: str,
                           up_from_name: str, up_to_name: str):
    direction_from_vec = get_bone_vec3(model, direction_from_name)
    direction_to_vec = get_bone_vec3(model, direction_to_name)
    up_from_vec = get_bone_vec3(model, up_from_name)
    up_to_vec = get_bone_vec3(model, up_to_name)

    direction = (direction_to_vec - direction_from_vec).normalized()
    up = (up_to_vec - up_from_vec).normalized()
    qq = MQuaternion.fromDirection(direction, up)

    return qq
Пример #3
0
def calc_direction_qq(bf: VmdBoneFrame, motion: VmdMotion, joints: dict,
                      direction_from_name: str, direction_to_name: str,
                      up_from_name: str, up_to_name: str):
    direction_from_vec = get_vec3(joints["joints"], direction_from_name)
    direction_to_vec = get_vec3(joints["joints"], direction_to_name)
    up_from_vec = get_vec3(joints["joints"], up_from_name)
    up_to_vec = get_vec3(joints["joints"], up_to_name)

    direction = (direction_to_vec - direction_from_vec).normalized()
    up = (up_to_vec - up_from_vec).normalized()
    cross = MVector3D.crossProduct(direction, up)
    qq = MQuaternion.fromDirection(direction, cross)

    return qq
Пример #4
0
def calc_bone_direction_qq2(bf: VmdBoneFrame, motion: VmdMotion,
                            model: PmxModel, jname: str,
                            direction_from_name: str, direction_to_name: str,
                            up_from_name: str, up_to_name: str,
                            cross_from_name: str, cross_to_name: str):
    direction_from_vec = get_bone_vec3(model, direction_from_name)
    direction_to_vec = get_bone_vec3(model, direction_to_name)
    up_from_vec = get_bone_vec3(model, up_from_name)
    up_to_vec = get_bone_vec3(model, up_to_name)
    cross_from_vec = get_bone_vec3(model, cross_from_name)
    cross_to_vec = get_bone_vec3(model, cross_to_name)

    direction = (direction_to_vec - direction_from_vec).normalized()
    up = (up_to_vec - up_from_vec).normalized()
    cross = (cross_to_vec - cross_from_vec).normalized()
    qq = MQuaternion.fromDirection(direction,
                                   MVector3D.crossProduct(up, cross))

    return qq
Пример #5
0
def execute(cmd_args):
    folder_path = cmd_args.folder_path
    bone_csv_path = cmd_args.bone_csv_path

    model = read_bone_csv(bone_csv_path)
    logger.info(model)

    motion = VmdMotion()

    # 動画上の関節位置
    for fno, joints_path in enumerate(
            glob.glob(osp.join(folder_path, '**/*_joints.json'))):
        logger.info(f"■ fno: {fno} -----")

        frame_joints = {}
        with open(joints_path, 'r') as f:
            frame_joints = json.load(f)

        bf = VmdBoneFrame(fno)
        bf.set_name("センター")
        bf.position = calc_center(frame_joints)
        motion.regist_bf(bf, bf.name, bf.fno)

        for jname, (bone_name, calc_bone, name_list, parent_list,
                    ranges) in VMD_CONNECTIONS.items():
            if name_list is None:
                continue

            bf = VmdBoneFrame(fno)
            bf.set_name(bone_name)

            if calc_bone is None:
                if len(name_list) == 4:
                    rotation = calc_direction_qq(bf.fno, motion, frame_joints,
                                                 *name_list)
                    initial = calc_bone_direction_qq(bf, motion, model, jname,
                                                     *name_list)
                else:
                    rotation = calc_direction_qq2(bf.fno, motion, frame_joints,
                                                  *name_list)
                    initial = calc_bone_direction_qq2(bf, motion, model, jname,
                                                      *name_list)

                qq = MQuaternion()
                for parent_name in reversed(parent_list):
                    qq *= motion.calc_bf(parent_name,
                                         bf.fno).rotation.inverted()
                qq = qq * rotation * initial.inverted()

                if ranges:
                    # 可動域指定がある場合
                    x_qq, y_qq, z_qq, _ = separate_local_qq(
                        bf.fno, bf.name, qq, model.get_local_x_axis(bf.name))
                    local_x_axis = model.get_local_x_axis(bf.name)
                    local_z_axis = MVector3D(
                        0, 0, -1 * (-1 if "right" in jname else 1))
                    local_y_axis = MVector3D.crossProduct(
                        local_x_axis, local_z_axis)
                    x_limited_qq = MQuaternion.fromAxisAndAngle(
                        local_x_axis,
                        max(
                            ranges["x"]["min"],
                            min(
                                ranges["x"]["max"],
                                x_qq.toDegree() * MVector3D.dotProduct(
                                    local_x_axis, x_qq.vector()))))
                    y_limited_qq = MQuaternion.fromAxisAndAngle(
                        local_y_axis,
                        max(
                            ranges["y"]["min"],
                            min(
                                ranges["y"]["max"],
                                y_qq.toDegree() * MVector3D.dotProduct(
                                    local_y_axis, y_qq.vector()))))
                    z_limited_qq = MQuaternion.fromAxisAndAngle(
                        local_z_axis,
                        max(
                            ranges["z"]["min"],
                            min(
                                ranges["z"]["max"],
                                z_qq.toDegree() * MVector3D.dotProduct(
                                    local_z_axis, z_qq.vector()))))
                    bf.rotation = y_limited_qq * x_limited_qq * z_limited_qq
                else:
                    bf.rotation = qq

                motion.regist_bf(bf, bf.name, bf.fno)

    # 動画内の半分は地面に足が着いていると見なす
    center_values = np.zeros((1, 3))
    for bf in motion.bones["センター"].values():
        center_values = np.insert(
            center_values,
            0,
            np.array([bf.position.x(),
                      bf.position.y(),
                      bf.position.z()]),
            axis=0)

    center_median = np.median(center_values, axis=0)

    for bf in motion.bones["センター"].values():
        bf.position.setY(bf.position.y() - center_median[1])

    writer = VmdWriter(
        motion, model,
        osp.join(
            folder_path, "output_{0}.vmd".format(
                datetime.datetime.now().strftime('%Y%m%d_%H%M%S'))))
    writer.write()
Пример #6
0
def convert_leg_fk2ik(direction: str, motion: VmdMotion, model: PmxModel):
    logger.info("足IK変換 【%s足IK】", direction, decoration=MLogger.DECORATION_LINE)

    leg_ik_bone_name = "{0}足IK".format(direction)
    toe_ik_bone_name = "{0}つま先IK".format(direction)
    leg_bone_name = "{0}足".format(direction)
    knee_bone_name = "{0}ひざ".format(direction)
    ankle_bone_name = "{0}足首".format(direction)

    # 足FK末端までのリンク
    fk_links = model.create_link_2_top_one(ankle_bone_name, is_defined=False)
    # 足IK末端までのリンク
    ik_links = model.create_link_2_top_one(leg_ik_bone_name, is_defined=False)
    # つま先IK末端までのリンク
    toe_ik_links = model.create_link_2_top_one(toe_ik_bone_name,
                                               is_defined=False)
    # つま先(足首の子ボーン)の名前
    ankle_child_bone_name = "{0}つま先".format(direction)
    # つま先末端までのリンク
    toe_fk_links = model.create_link_2_top_one(ankle_child_bone_name,
                                               is_defined=False)

    fnos = motion.get_bone_fnos(leg_bone_name, knee_bone_name, ankle_bone_name)

    # まずキー登録
    prev_sep_fno = 0
    for fno in fnos:
        bf = motion.calc_bf(leg_ik_bone_name, fno)
        motion.regist_bf(bf, leg_ik_bone_name, fno)

        if fno // 2000 > prev_sep_fno and fnos[-1] > 0:
            logger.info("-- %sフレーム目:終了(%s%)【準備 - %s】", fno,
                        round((fno / fnos[-1]) * 100, 3), leg_ik_bone_name)
            prev_sep_fno = fno // 2000

    if len(fnos) > 0 and fnos[-1] > 0:
        logger.info("-- %sフレーム目:終了(%s%)【準備 - %s】", fnos[-1],
                    round((fnos[-1] / fnos[-1]) * 100, 3), leg_ik_bone_name)

    logger.info("準備完了 【%s足IK】", direction, decoration=MLogger.DECORATION_LINE)

    ik_parent_name = ik_links.get(leg_ik_bone_name, offset=-1).name

    # 足IKの移植
    prev_sep_fno = 0

    # 移植
    for fno in fnos:
        leg_fk_3ds_dic = calc_global_pos(model, fk_links, motion, fno)
        _, leg_ik_matrixs = calc_global_pos(model,
                                            ik_links,
                                            motion,
                                            fno,
                                            return_matrix=True)

        # IKの親から見た相対位置
        leg_ik_parent_matrix = leg_ik_matrixs[ik_parent_name]

        bf = motion.calc_bf(leg_ik_bone_name, fno)
        # 足IKの位置は、足IKの親から見た足首のローカル位置(足首位置マイナス)
        bf.position = leg_ik_parent_matrix.inverted() * (
            leg_fk_3ds_dic[ankle_bone_name] -
            (model.bones[ankle_bone_name].position -
             model.bones[ik_parent_name].position))

        # 足首の角度がある状態での、つま先までのグローバル位置
        leg_toe_fk_3ds_dic = calc_global_pos(model, toe_fk_links, motion, fno)

        # 一旦足IKの位置が決まった時点で登録
        motion.regist_bf(bf, leg_ik_bone_name, fno)
        # 足IK回転なし状態でのつま先までのグローバル位置
        leg_ik_3ds_dic, leg_ik_matrisxs = calc_global_pos(model,
                                                          toe_ik_links,
                                                          motion,
                                                          fno,
                                                          return_matrix=True)

        # つま先のローカル位置
        ankle_child_initial_local_pos = leg_ik_matrisxs[
            leg_ik_bone_name].inverted() * leg_ik_3ds_dic[toe_ik_bone_name]
        ankle_child_local_pos = leg_ik_matrisxs[leg_ik_bone_name].inverted(
        ) * leg_toe_fk_3ds_dic[ankle_child_bone_name]

        # 足IKの回転は、足首から見たつま先の方向
        bf.rotation = MQuaternion.rotationTo(ankle_child_initial_local_pos,
                                             ankle_child_local_pos)

        motion.regist_bf(bf, leg_ik_bone_name, fno)

        if fno // 2000 > prev_sep_fno and fnos[-1] > 0:
            logger.info("-- %sフレーム目:終了(%s%)【足IK変換 - %s】", fno,
                        round((fno / fnos[-1]) * 100, 3), leg_ik_bone_name)
            prev_sep_fno = fno // 2000

    if len(fnos) > 0 and fnos[-1] > 0:
        logger.info("-- %sフレーム目:終了(%s%)【足IK変換 - %s】", fnos[-1],
                    round((fnos[-1] / fnos[-1]) * 100, 3), leg_ik_bone_name)

    logger.info("変換完了 【%s足IK】", direction, decoration=MLogger.DECORATION_LINE)