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#!BPY
""" Registration info for Blender menus:
Name: 'OGRE (.mesh.xml)...'
Blender: 236
Group: 'Import'
Tip: 'Import an Ogre-Mesh (.mesh.xml) file.'
"""
'''
2015-3-7
修改导出的动画多一 frame的bug
2015-2-5 支持批量导入一个文件夹 某个 模型 所有的 动画 导出为 fbx模型
[已知BUG: ratman 和 主城第一个npc 的idle 动画导出存在旋转问题, ratman的背包的旋转方向反了,npc的手臂旋转方向反了]
注意::下面 代码 函数 fileselection_callback 使用了macos 上面的file 命令用于 识别文件格式 是否是UTF-16, 如果在windows上面使用需要 替换为windows命令,或者保证 转化生成的xml 文件为UTF-8 编码去掉文件编码检测也可以
测试::测试了火炬之光 1中的 media/models/warrior/player.mesh 战士 主角的模型 动画导出
0: 将脚本 放到 blender的插件目录中
1:打开一个空场景 去掉 场景中 所有物体 和 相机 以及其它任何东西
2:file import ogre 打开某个目录的 mesh文件
3:导入后 将会 自动生成 这个 模型的 所有动画的 fbx 在 模型目录下面
'''
bl_info = {
"name": "ogre mesh import",
"author": "liyonghelpme",
"version": (0, 1, 6),
"blender": (2, 70, 0),
"location": "File > Import > ogre (.mesh)",
"description": "import ogre mesh file",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Nodes/Nodes_Efficiency_Tools",
"category": "Import-Export",
}
__version__ = "1.2.3"
import logging
handle = logging.FileHandler("/Users/liyong/blender.log")
logger = logging.getLogger()
logger.addHandler(handle)
logger.setLevel(logging.INFO)
import bpy
import glob
import os
import re
import xml.sax
import xml.sax.handler
import bmesh
import mathutils
from mathutils import Vector
from mathutils import Matrix
import codecs
# determines the verbosity of loggin.
# 0 - no logging (fatal errors are still printed)
# 1 - standard logging
# 2 - verbose logging
# 3 - debug level. really boring (stuff like vertex data and verbatim lines)
IMPORT_LOG_LEVEL = 1
IMPORT_SCALE_FACTOR = 1
#IMPORT_OGREXMLCONVERTER = "d:\stuff\Torchlight_modding\orge_tools\OgreXmlConverter.exe"
IMPORT_OGREXMLCONVERTER = "/Users/liyong/Downloads/OgreCommandLineToolsMac_1.8.0/OgreXMLConverter"
#IMPORT_OGREXMLCONVERTER = "F:\\Projekte\\rastullah\checkout\\rl\\branches\python\dependencies\ogre\Tools\Common\\bin\\release\\OgreXmlConverter.exe"
def log(msg):
logger.info(msg)
#if IMPORT_LOG_LEVEL >= 1: print(msg)
def vlog(msg):
log(msg)
#if IMPORT_LOG_LEVEL >= 2: print(msg)
def dlog(msg):
log(msg)
#if IMPORT_LOG_LEVEL >= 3: print(msg)
'''
存放Mesh.xml 中读取的三角面片数据
'''
class Mesh:
def __init__(self):
self.submeshes = []
self.vertices = []
self.vertexcolours = []
self.normals = []
self.uvs = []
self.indextype = ""
self.materialname = ""
self.sharedvertices = 0
self.vertexGroup = {}
'''
OGRE 支持共享顶点和 子面片
一个模型可以:
只有一个Mesh 使用 sharedvertices
多个子Mesh 每个子Mesh 有自己的顶点和面
'''
class Submesh:
def __init__(self):
self.vertices = []
self.vertexcolours = []
self.normals = []
self.faces = []
self.uvs = []
self.indextype = ""
self.materialname = ""
self.sharedvertices = 0
self.vertexGroup = {}
'''
OGRE 的材质
diffuse
ambient
specular
Texture
'''
class Material:
def __init__(self, name):
self.name = name
self.texname = 0
self.diffuse = (1.0, 1.0, 1.0, 1.0)
self.ambient = (1.0, 1.0, 1.0, 1.0)
self.specular = (0.0, 0.0, 0.0, 0.0)
self.blenderimage = 0
self.loading_failed = 0
self.matFileCon = ''
self.oldTexName = ''
def getTexture(self):
log("texname is "+str(self.texname))
if self.texname == 0:
return None
if self.blenderimage == 0 and not self.loading_failed:
try:
#f = file(self.texname, 'r')
#f.close()
#self.blenderimage = Blender.Image.Load(self.texname)
if self.texname == 0:
return None
if not os.path.exists(self.texname):
self.texname = self.texname.replace('.png', '.dds')
if os.path.exists(self.texname):
self.blenderimage = bpy.data.images.load(self.texname)
except IOError as err:
errmsg = "Couldn't open %s #%s" \
% (self.texname, err)
log(errmsg)
self.loading_failed = 1;
return self.blenderimage
'''
读取Mesh.xml 文件
读取共享Mesh
读取SubMesh
可以多个SubMesh 共享一个顶点集合
也可以每个SubMesh 有自己的顶点集合
读取基本的骨架文件名称
'''
class OgreMeshSaxHandler(xml.sax.handler.ContentHandler):
global IMPORT_SCALE_FACTOR
def __init__(self):
self.mesh = 0
self.submesh = 0
self.ignore_input = 0
self.load_next_texture_coords = 0
self.skeleton = 0
self.animationlink = 0
#保存player.Skeleton 里面存储的骨骼信息
self.restPose = 0
def startDocument(self):
self.mesh = Mesh()
def startElement(self, name, attrs):
log("read element "+name)
if name == 'boneassignments':
#self.boneassignments = {}
pass
if name == 'vertexboneassignment':
log("current submesh is "+str(self.submesh))
vind = int(attrs.get("vertexindex", ""))
bind = int(attrs.get("boneindex", ""))
weight = float(attrs.get("weight", ""))
#共享的骨骼数据 设定子Mesh
if self.submesh == 0:
self.submesh = self.mesh
if bind not in self.submesh.vertexGroup:
self.submesh.vertexGroup[bind] = []
self.submesh.vertexGroup[bind].append({"vertexIndex":vind,
"boneIndex" :bind, "weight":weight })
if name == 'skeletonlink':
self.skeleton = attrs.get("name", '')
if name == "animationlink":
self.animationlink = attrs.get("name", '')
if name == 'sharedgeometry':
self.submesh = self.mesh
if name == 'submesh':
self.submesh = Submesh()
self.submesh.materialname = attrs.get('material', "")
self.submesh.indextype = attrs.get('operationtype', "")
if attrs.get('usesharedvertices') == 'true':
self.submesh.sharedvertices = 1
if name == 'vertex':
self.load_next_texture_coords = 1
if name == 'face' and self.submesh:
face = (
int(attrs.get('v1',"")),
int(attrs.get('v2',"")),
int(attrs.get('v3',""))
)
self.submesh.faces.append(face)
if name == 'position':
vertex = (
#Ogre x/y/z --> Blender x/-z/y
float(attrs.get('x', "")) * IMPORT_SCALE_FACTOR,
-float(attrs.get('z', "")) * IMPORT_SCALE_FACTOR,
float(attrs.get('y', "")) * IMPORT_SCALE_FACTOR
)
self.submesh.vertices.append(vertex)
if name == 'normal':
normal = (
#Ogre x/y/z --> Blender x/-z/y
float(attrs.get('x', "")),
-float(attrs.get('z', "")),
float(attrs.get('y', ""))
)
self.submesh.normals.append(normal)
if name == 'texcoord' and self.load_next_texture_coords:
uv = (
float(attrs.get('u', "")),
# flip vertical value, Blender's 0/0 is lower left
# whereas Ogre's 0/0 is upper left
1.0 - float(attrs.get('v', ""))
)
self.submesh.uvs.append(uv)
self.load_next_texture_coords = 0
if name == 'colour_diffuse':
vc = attrs.get('value', "").split()
vc[0] = float(vc[0])
vc[1] = float(vc[1])
vc[2] = float(vc[2])
vc[3] = float(vc[3])
self.submesh.vertexcolours.append(vc)
def endElement(self, name):
if name == 'submesh':
self.mesh.submeshes.append(self.submesh)
self.submesh = 0
'''
设置Blender 中 对象的材质信息
'''
def setMaterial(ob, mat):
me = ob.data
me.materials.append(mat)
'''
读取动画的XMl 文件
'''
from xml.dom import minidom
def OpenFile(filename):
if not os.path.exists(filename):
return None
if filename.find('.xml') == -1:
convert_meshfile(filename)
filename += '.xml'
xml_file = open(filename, 'r')
xml_doc = minidom.parse(xml_file)
def getEle(name):
l = xml_doc.getElementsByTagName(name)
return l[0]
xml_doc.getElementByTagName = getEle
xml_file.close()
return xml_doc
#创建人物的 restpose的骨骼信息
'''
根据骨骼文件名称 skeleton, 读取XML文件,创建基本Pose骨骼
'''
def CreateSkeleton(skeleton, handler):
global dirname
if skeleton != 0:
filename = os.path.join(dirname, skeleton)
xml_doc = OpenFile(filename)
if xml_doc != None:
return CreateBindSkeleton(xml_doc, handler)
return None
'''
position
angle
rotation
parent
children
flag
translation 世界空间中的 head 位置
TrackData ={
boneName : {
time:xx,
translation:[],
angle:xx,
axis:[],
}
}
'''
'''
根据XMl_DOC 文件,创建骨骼内存数据对象
骨骼位置
旋转
以及父子关系
以及动画关键帧数据
'''
def OGREBonesDic(xmldoc):
OGRE_Bones = {}
OGRE_Bone_List = []
OGRE_Bone_ID = {}
for bones in xmldoc.getElementsByTagName('bones'):
for bone in bones.childNodes:
OGRE_Bone = {}
if bone.localName == 'bone':
BoneName = str(bone.getAttributeNode('name').value)
BoneId = int(bone.getAttributeNode('id').value)
OGRE_Bone['name'] = BoneName
OGRE_Bone['id'] = BoneId
for b in bone.childNodes:
if b.localName == 'position':
x = float(b.getAttributeNode('x').value)
y = -float(b.getAttributeNode('z').value)
z = float(b.getAttributeNode('y').value)
OGRE_Bone['position'] = [x,y,z]
if b.localName == 'rotation':
angle = float(b.getAttributeNode('angle').value)
axis = b.childNodes[1]
axisx = float(axis.getAttributeNode('x').value)
axisy = float(axis.getAttributeNode('y').value)
axisz = float(axis.getAttributeNode('z').value)
#convert ogre coordinate to blender coordinate
OGRE_Bone['rotation'] = [axisx, -axisz, axisy]
OGRE_Bone['angle'] = angle
OGRE_Bones[BoneName] = OGRE_Bone
OGRE_Bone_List.append(OGRE_Bone)
OGRE_Bone_ID[OGRE_Bone["id"]] = OGRE_Bone
for bonehierarchy in xmldoc.getElementsByTagName('bonehierarchy'):
for boneparent in bonehierarchy.childNodes:
if boneparent.localName == 'boneparent':
Bone = str(boneparent.getAttributeNode('bone').value)
Parent = str(boneparent.getAttributeNode('parent').value)
OGRE_Bones[Bone]['parent'] = Parent
animations = xmldoc.getElementByTagName("animations")
animation = animations.getElementsByTagName("animation")[0]
animationName = str(animation.getAttributeNode("name").value)
length = float(animation.getAttributeNode("length").value)
tracks = animation.getElementsByTagName("tracks")[0]
TrackData = {}
if length > 0:
for track in tracks.getElementsByTagName("track"):
boneName = str(track.getAttributeNode("bone").value)
TrackData[boneName] = []
for keyframe in track.getElementsByTagName("keyframes")[0].getElementsByTagName("keyframe"):
time = float(keyframe.getAttributeNode("time").value)
translate = keyframe.getElementsByTagName("translate")[0]
x = float(translate.getAttributeNode("x").value)
y = float(translate.getAttributeNode("y").value)
z = float(translate.getAttributeNode("z").value)
rotate = keyframe.getElementsByTagName("rotate")[0]
angle = float(rotate.getAttributeNode("angle").value)
axis = rotate.getElementsByTagName("axis")[0]
rx = float(axis.getAttributeNode("x").value)
ry = float(axis.getAttributeNode("y").value)
rz = float(axis.getAttributeNode("z").value)
#TrackData[boneName].append({"time":time, "translation":[x, -z, y], "angle":angle, "axis":[rx, -rz, ry]})
#相对于parent 的骨骼空间Z 轴相反
#局部空间坐标 z -y
TrackData[boneName].append({"time":time, "translation":[x, -z, y], "angle":angle, "axis":[rx, -rz, ry]})
#return OGRE_Bone_List
return OGRE_Bones, OGRE_Bone_List, OGRE_Bone_ID, TrackData
#骨骼的孩子节点
'''
设置每个骨骼的孩子骨骼列表
'''
def ChildList(BonesData):
for bone in BonesData.keys():
childlist = []
for key in BonesData.keys():
if BonesData[key].get('parent'):
parent = BonesData[key]['parent']
if parent == bone:
if key.find('tag') != -1:
childlist.append(BonesData[key])
else:
childlist.insert(0, BonesData[key])
BonesData[bone]['children'] = childlist
#获取所有骨骼的孩子列表缓存起来
#没有孩子节点 或者 有超过1个的孩子节点 的骨骼增加一个Helper骨骼 设置父亲为bone
'''
为无孩子的Joint 增加一个Helper孩子
为多于一个孩子的Joint 增加一个Helper孩子
由于构建一个blender中的父亲骨骼
'''
def HelperBones(BonesData):
#ChildList(BonesData)
count = 0
allHelpBones = {}
for bone in BonesData.keys():
if (len(BonesData[bone]['children']) == 0) or (len(BonesData[bone]['children']) > 1):
HelperBone = {}
HelperBone['position'] = [0,0.2,0.0]
HelperBone['parent'] = bone
HelperBone['rotation'] = [1.0,0.0,0.0]
HelperBone["angle"] = 0
HelperBone["name"] = "Helper"+bone
HelperBone['flag'] = 'helper'
HelperBone["children"] = []
#BonesData['Helper'+str(count)] = HelperBone
allHelpBones['Helper'+bone] = HelperBone
count+=1
for b in allHelpBones.keys():
BonesData[b] = allHelpBones[b]
#### 在 0 0 0 位置的骨骼 增加辅助的 0 骨骼到 parent上面
#零长度 骨骼 Pelvis
'''
为在同一个点上的两个 Joint 父子关系 创建Helper 骨骼
'''
def ZeroBones(BonesData):
allZeroBone = {}
for bone in BonesData.keys():
pos = BonesData[bone]['position']
if (math.sqrt(pos[0]**2+pos[1]**2+pos[2]**2)) == 0:
ZeroBone = {}
ZeroBone['position'] = [0,0.2,0.0]
ZeroBone['rotation'] = [1.0,0.0,0.0]
ZeroBone["angle"] = 0
ZeroBone["name"] = "Zero"+bone
ZeroBone["children"] = []
if (BonesData[bone].get('parent')):
ZeroBone['parent'] = BonesData[bone]['parent']
ZeroBone['flag'] = 'zerobone'
#BonesData['Zero'+bone] = ZeroBone
allZeroBone['Zero'+bone] = ZeroBone
if (BonesData[bone].get('parent')):
BonesData[BonesData[bone]['parent']]['children'].append('Zero'+bone)
for k in allZeroBone.keys():
BonesData[k] = allZeroBone[k]
'''
计算骨骼长度 ZeroBones 中使用
'''
def CalcBoneLength(vec):
return math.sqrt(vec[0]**2+vec[1]**2+vec[2]**2)
'''
通过创建空的正方体对象来模拟joint 最后连接这些正方体对象得到骨骼
位置偏移 和 旋转 都是相对于父亲的 局部空间的变换
创建空的正方体,用于计算每个骨骼的blender空间中的位置
'''
#计算每个joint的旋转矩阵 世界坐标中的旋转矩阵
#创建空物体 来摆出pose 接着计算每个骨骼的相对位置
def CreateEmptys(BonesDic, delete=True):
if bpy.context.object != None:
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action="DESELECT")
#对象存在 但是被unlink 了 可以重新link回来
if bpy.data.objects.get("Cube"):
modelCube = bpy.data.objects["Cube"]
if bpy.context.scene.objects.find("Cube") == -1:
bpy.context.scene.objects.link(modelCube)
log("relink cube")
else:
bpy.ops.mesh.primitive_cube_add()
modelCube = bpy.data.objects["Cube"]
for k in modelCube.data.vertices.values():
k.co *= 0.1
modelCube.location = (4, 0, 0)
modelCube.select = True
modelCube.name = "Cube"
bpy.context.scene.update()
'''
创建骨架空物体
'''
'''
检查对应骨骼是否存在
'''
#不存在才创建
if bpy.data.objects.get("root") == None:
for bone in BonesDic.keys():
#bpy.ops.mesh.primitive_cube_add()
bpy.ops.object.select_all(action="DESELECT")
modelCube.select = True
modelCube.name = "Cube"
bpy.ops.object.duplicate()
obj = bpy.data.objects["Cube.001"]
obj.name = bone
log("create Cube: "+obj.name)
else:
for bone in BonesDic.keys():
if not bpy.data.objects.get(bone):
bpy.ops.object.select_all(action="DESELECT")
modelCube.select = True
modelCube.name = "Cube"
bpy.ops.object.duplicate()
obj = bpy.data.objects["Cube.001"]
obj.name = bone
log("create Cube: "+obj.name)
'''
创建父子关系
'''
for bone in BonesDic.keys():
if BonesDic[bone].get('parent'):
if bpy.data.objects.get(bone) != None:
Parent = bpy.data.objects[BonesDic[bone].get('parent')]
obj = bpy.data.objects[bone]
obj.parent = Parent
'''
设定空物体的位置和旋转 相对于父物体
helper 骨骼不用调整数据
'''
for bone in BonesDic.keys():
#if BonesDic[bone].get("flag") == None:
#if bpy.data.objects.get(bone) != None:
obj = bpy.data.objects[bone]
rot = BonesDic[bone]['rotation']
angle = BonesDic[bone]['angle']
loc = BonesDic[bone]['position']
euler = mathutils.Matrix.Rotation(angle, 3, rot).to_euler()
obj.location = loc
obj.rotation_euler = euler
bpy.ops.object.select_all(action="DESELECT")
bpy.context.scene.update()
'''
保存空物体的相对于父亲物体的 matrix_local 和 转化到世界空间的
'''
for bone in BonesDic.keys():
#if bpy.data.objects.get(bone) != None:
obj = bpy.data.objects[bone]
#rotmatAS = obj.matrix_world.to_quaternion()
translation = obj.matrix_world.to_translation()
log("obj matrix update "+obj.name+" "+str(translation))
#BonesDic[bone]['rotmatAS'] = rotmatAS.to_matrix()
BonesDic[bone]["translation"] = translation
BonesDic[bone]["matrix_local"] = obj.matrix_local.copy()
BonesDic[bone]["matrix_world"] = obj.matrix_world.copy()
'''
隐藏空物体joint
'''
for bone in BonesDic.keys():
obj = bpy.data.objects[bone]
obj.hide = True
'''
将对象从blender中删除 包括对象的孩子 孙子,递归删除
'''
def Unlink(obj):
if obj == None:
return
ok = False
try:
bpy.context.scene.objects.unlink(obj)
ok = True
except:
pass
if ok:
for c in obj.children:
Unlink(c)
'''
隐藏对象整体
'''
def togHide(r):
r.hide = not r.hide
for c in r.children:
togHide(c)
import mathutils
'''
根据读取的动画数据 创建每一帧的骨骼动画
针对动画骨架Armature2 制作其对应的 pose动画 只有骨架动画
'''
def CreatePoseAnimation(BonesDic, BonesList, BoneID, TrackData, BonesData, handler):
#TrackData[boneName].append({time=time, translation={x, -z, y}, angle=angle, axis={rx, -rz, ry}})
#每个joint 相对于 初始骨骼位置的偏移 从joint 位置 旋转 计算 旋转 rotation 和 scale属性
#每个joint 影响其所在的骨骼 以及每个子骨骼的位置
#调整 动画中的Empty物体的位置 然后生成一个新的 骨骼位置
#调整一个joint的位置 parent和children 相关联的都会修改矩阵 重新计算矩阵在 edit mode 下
#然后计算edit mode下旋转结果 重新计算这组骨骼的 qua 和 scale信息
#然后设置 一个关键帧在pose mode下面
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action="DESELECT")
amt_obj = bpy.data.objects["Armature"]
amt_data = amt_obj.data
amt_obj.select = True
bpy.context.scene.objects.active = amt_obj
bpy.ops.object.mode_set(mode="POSE")
bpy.ops.pose.select_all(action="DESELECT")
maxFrame = 0
'''
遍历每一根动画骨骼
遍历每一帧
设置骨骼的位置
'''
restPoseEdit = handler.restPose
log("restPoseBone is "+str(restPoseEdit))
for boneName in TrackData.keys():
tracks = TrackData[boneName]
count = 0
bone = BonesDic[boneName]
restBone = restPoseEdit[boneName]
rp = Vector(restBone["position"])
bp = Vector(bone["position"])
poseBone = amt_obj.pose.bones[boneName]
normalBone = amt_data.bones[boneName]
quaRest = Matrix.Rotation(restBone["angle"], 3, restBone["rotation"]).to_quaternion()
quaAni = Matrix.Rotation(bone["angle"], 3, bone["rotation"]).to_quaternion()
normalBone.select = True
for frame in tracks:
time = frame["time"]
fnum = int(round(time*60))
maxFrame = max(maxFrame, fnum)
translation = Vector(frame["translation"])
angle = frame["angle"]
axis = frame["axis"]
FrameTranslate = translation
FrameQua = Matrix.Rotation(angle, 3, axis).to_quaternion()
#poseBone.select = True
#需要操作对应的 bones 选择不能操作pose选择
bpy.context.scene.frame_set(fnum)
poseBone.location = bp-rp+FrameTranslate
poseBone.rotation_mode = "QUATERNION"
#比较restPose 和 动作状态下的骨骼旋转
#poseBone.rotation_quaternion = FrameQua*quaAni*quaRest.inverted() #quaRest.rotation_difference(quaAni)
poseBone.rotation_quaternion = quaAni*FrameQua *quaRest.inverted() #quaRest.rotation_difference(quaAni)
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale")
#poseBone.select = False
normalBone.select = False
bpy.data.scenes["Scene"].frame_end = maxFrame-1
return
'''
建立动画骨骼 基础形态
接着调用其他函数 创建 每一帧骨骼动画
'''
#创建一个动画的初始的 pose状态 调整armature的骨骼位置
#进入pose mode 调整每一个每个骨骼的head 和 tail位置
#旋转子骨骼到目标位置 的一个旋转方向 location rotation scale 沿着骨骼的轴方向的
#head ---> tail 之间的一个旋转方向 变化 从原方向 到新方向之间的旋转变化
import math
def CreateAnimationPose(animationlink, handler):
global dirname
if animationlink != 0 and animationlink != None:
filename = os.path.join(dirname, animationlink)
xml_doc = OpenFile(filename)
if xml_doc == None:
return False
#得到动画pose中每个骨骼的变换矩阵
#分析xml文件得到 攻击动作的初始 骨骼位置 pose
#60frame/s int(time*60) = frame
'''
解析动画骨骼初始位置 数据
创建每个骨骼的孩子列表
创建帮助性骨骼 用于无孩子的Joint 增加一个孩子构成一个骨骼,多于一个孩子的骨骼,增加一个 Helper 孩子用于创建骨骼,其它孩子为正常的骨骼
仅有一个孩子的Joint 可以和孩子连接起来构成一个骨骼
对于0长度的两个Joint 需要创建辅助性骨骼避免掉 长度0
'''
BonesDic, BonesList, BoneID, TrackData = OGREBonesDic(xml_doc)
#BonesData = []
ChildList(BonesDic)
HelperBones(BonesDic)
ZeroBones(BonesDic)
#创建空物体来 计算骨骼的坐标位置
#保存攻击的joint 重新计算每个骨骼的位置相对变化
'''
计算每个joint的 matrix_world 状态变化 设置对应骨骼的状态
创建空的Cube 来调整每个骨骼的初始位置
'''
CreateEmptys(BonesDic, False)
#对比restPose Bone 和 动画 骨骼的 head tail roll 来计算 pose下的rotation
#先制作旋转 再做roll旋转
#将 目标骨骼方向向量转化到 rest骨骼的空间中
#计算 (0, 1, 0) 方向和 转化方向之间的旋转四元式
#设置pose 骨骼的rotation_quaternion旋转数据
if bpy.context.object != None:
bpy.ops.object.mode_set(mode="OBJECT")
bpy.context.object.select = False
bpy.ops.object.select_all(action="DESELECT")
amt_obj = bpy.data.objects["Armature"]
amt_data = amt_obj.data
#调整 基础骨骼 pose骨骼的 位置 缩放 旋转
bpy.ops.object.select_all(action="DESELECT")
amt_obj.select = True
bpy.context.scene.objects.active = amt_obj
bpy.ops.object.mode_set(mode="POSE")
bpy.ops.pose.select_all(action="SELECT")
'''
插入动画第一帧为Pose 形态
'''
bpy.context.scene.frame_set(0)
bpy.ops.anim.keyframe_insert_menu(type="LocRotScale")
BonesData = None
CreatePoseAnimation(BonesDic, BonesList, BoneID, TrackData, BonesData, handler)
return True
BoneID2Name = {}
#create blender armature submesh multiple mesh use shared vertex or not share
#convert ogre joint to bones
#建立绑定位置的 骨骼位置信息 pose mode下面可以调整微调
'''
创建Mesh.xml 中连接的Skeleton 骨骼文件的默认骨骼形态
FIX: 清理上个模型的动画数据
'''
def CreateBindSkeleton(xmldoc, handler):
if GetAmt() != None:
log("Armature exist just return")
return
BonesDic, BonesList, BoneID, TrackData = OGREBonesDic(xmldoc)
global BoneID2Name
BoneID2Name = BoneID
#BonesData = BonesDic
BonesData = []
ChildList(BonesDic)
HelperBones(BonesDic)
ZeroBones(BonesDic)
CreateEmptys(BonesDic)
#稳定
handler.restPose = BonesDic
log("Create New Armature")
bpy.ops.object.add(type="ARMATURE", enter_editmode=True)
amt_obj = bpy.context.object
amt_obj.location = Vector((0, 0, 0))
amt_obj.show_x_ray = True
amt_data = amt_obj.data
amt_data.show_axes = True
#joint to bone root-> some bone
#root is an empty Bone joint first Bone is parent
bpy.ops.armature.select_all(action="DESELECT")
log("initial Bone")
for k in BonesDic.keys():
boneData = BonesDic[k]
bone = amt_data.edit_bones.new(boneData['name'])
bone.head = boneData["translation"]
children = boneData["children"]
if len(children) == 1:
childname = children[0]["name"]
vectailadd = CalcBoneLength(children[0]["position"])
else:
vectailadd = 0.2
#qua = boneData["matrix_world"].to_3x3().to_quaternion()
#设定骨骼的矩阵为 joint的矩阵
'''
骨骼使用parent的旋转矩阵 来计算 location 位置
但是应该使用本地的矩阵来计算 rotation数值
'''
bone.tail = bone.head + Vector((0, vectailadd, 0))
if boneData.get("parent") != None:
parent = BonesDic[boneData["parent"]]
rotMat = parent["matrix_world"].to_3x3().to_4x4()
rotMat[0][3] = bone.head[0]
rotMat[1][3] = bone.head[1]
rotMat[2][3] = bone.head[2]
bone.matrix = rotMat
else:
#如果没有父亲则 旋转为 单位矩阵
pass
#设定roll值 参考Edit mode Y 轴的旋转方向
#joint 相对于父亲的旋转矩阵 和偏移矩阵
#matrix_world 本地 0 0 转化到世界坐标 roll值是使用世界坐标计算的
#世界坐标 0 0 位置物体 移动到 目标的位置 并且旋转 平移世界物体的矩阵
#计算joint沿着 Y 方向的旋转值
for bone in amt_data.edit_bones:
if BonesDic[bone.name].get("parent") != None:
bone.parent = amt_data.edit_bones[BonesDic[bone.name]["parent"]]
bpy.ops.armature.select_all(action="DESELECT")
for bone in amt_data.edit_bones:
if BonesDic[bone.name].get("flag") != None:
bone.select = True
bpy.ops.armature.delete()
bpy.context.scene.update()
return
#从每个submesh 里面抽取出vertexGroup的数据
#建立一个 vertexGroup
#将对应定点放到group里面
#group 按照数字名称来分组
#def CreateVertexGroup(name, mesh):
#分析完一个子mesh的时候 子物体就添加一个顶点group
from mathutils import Color
'''
根据OgreMeshSaxHandler 生成blender中Mesh 对象
'''
def CreateBlenderMesh(name, mesh, materials):
if bpy.context.object != None:
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action="DESELECT")
# dict matname:blender material
bmaterials = {}
bmat_idx = -1
log("Mesh with %d shared vertices." % len(mesh.vertices))
vertex_count = len(mesh.vertices)
shareVert = mesh.vertices
shareNormal = mesh.normals
shareUV = mesh.uvs
shareColour = mesh.vertexcolours
submesh_count = len(mesh.submeshes)
vertex_offset = 0
faces = []
#bpy.context.active_object = None
log("read len submesh "+str(submesh_count))
for j in range(0, submesh_count):
submesh = mesh.submeshes[j]
log("createMesh "+submesh.materialname)
vert = submesh.vertices
faces = submesh.faces
uvs = submesh.uvs
vertexGroup = submesh.vertexGroup
vertexcolours = submesh.vertexcolours
if submesh.sharedvertices == 1:
vert = shareVert
uvs = shareUV
vertexGroup = mesh.vertexGroup
vertexcolours = shareColour
objmesh = bpy.data.meshes.new("mesh"+str(j))
obj = bpy.data.objects.new("obj"+str(j), objmesh)
obj.location = bpy.context.scene.cursor_location
bpy.context.scene.objects.link(obj)
objmesh.from_pydata(vert, [], faces)
objmesh.update(calc_edges=True)
obj.select = True
bpy.context.scene.objects.active = obj
bpy.ops.object.mode_set(mode="EDIT")
#if bpy.context.mode == 'EDIT_MESH':
#for f in bm.faces:
obj = bpy.context.active_object
me = obj.data
bm = bmesh.from_edit_mesh(me)
uv_layer = bm.loops.layers.uv.verify()
bm.faces.layers.tex.verify()
colLayer = None
if len(vertexcolours) > 0:
colLayer = bm.loops.layers.color.verify()
#设置loop 循环上面的每个定点的uv 坐标获得定点的编号来索引到对应的uv坐标
for f in bm.faces:
for l in f.loops:
luv = l[uv_layer]
ind = l.vert.index
luv.uv = Vector(uvs[ind])
if colLayer:
l[colLayer] = Color(vertexcolours[ind][:3])
bmesh.update_edit_mesh(me)
me.update()
bpy.ops.object.mode_set(mode="OBJECT")
#检测骨骼编号 和 对应的骨骼名称
log("skeleton ID")
allID = set(BoneID2Name.keys())
useID = set(submesh.vertexGroup.keys())
diffID = useID-allID
for k in diffID:
log("lostID "+str(k))
log("all Lost ID "+str(len(allID)))
for k in allID:
log("allID "+str(k)+" "+str(BoneID2Name[k]))
if materials.get(submesh.materialname) != None:
omat = materials[submesh.materialname]
bmat = 0
if not bmaterials.get(submesh.materialname):
bmat = create_blender_material(omat)
bmaterials[submesh.materialname] = bmat
else:
bmat = bmaterials[submesh.materialname]
setMaterial(obj, bmat)
#lost some bones don't create vertex group
if len(diffID) == 0:
#初始化顶点组
#以骨骼快速分析骨骼名称得到实际骨骼名称
#OGREBonesDic
#尝试将一个 joint 上面的定点权重/2 平分到相邻的两个骨骼上面即可
#也就是一个joint vertexGroup 对应两个 bone的 vertexGroup
#分别是 tail 和 别的骨骼的head
#如果这个有多个child 则 平分权重到 多个child+parent上面即可
for k in vertexGroup:
log("vertexGroup is read"+str(k))
parentNode = BoneID2Name[k]
#有孩子骨骼则权重分配到孩子身上 没有则自己吞掉
group = obj.vertex_groups.new(parentNode["name"])
for v in vertexGroup[k]:
group.add([v["vertexIndex"]], v["weight"], 'REPLACE')
log("after create vertexGroup")
#设置模型材质
bpy.ops.object.join()
return bpy.context.object
'''
将Mesh 转化成.xml 文件
'''
def convert_meshfile(filename):
log("convert file "+filename)
if not os.path.exists(filename):
return
if IMPORT_OGREXMLCONVERTER != '':
commandline = IMPORT_OGREXMLCONVERTER +' -log /Users/liyong/err.log '+ ' "' + filename + '"' + ' "'+ filename + '.xml' + '"'
log("executing %s" % commandline)
log(os.path.abspath('.'))
status = os.system(commandline)
log('status '+str(status))
log("done.")
'''
收集某个目录里面的 .material 文件的材质信息
'''
def collect_materials(dirname):
# preparing some patterns
# to collect the material name
matname_pattern = re.compile('^\s*material\s+(.*?)\s*$')
# to collect the texture name
texname_pattern = re.compile('^\s*texture\s+(.*?)\s*$')
# to collect the diffuse colour
diffuse_alpha_pattern = re.compile(\
'^\s*diffuse\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
diffuse_pattern = re.compile(\
'^\s*diffuse\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
# to collect the specular colour
specular_pattern = re.compile(\
'^\s*specular\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
ambient_pattern = re.compile(
'^\s*ambient\s+([^\s]+?)\s+([^\s]+?)\s+([^\s]+).*$')
# the dictionary where to put the materials
materials = {}
# for all lines in all material files..
material_files = glob.glob(dirname + '/*.material')
for filename in material_files:
f = open(filename, 'r')
line_number = 0
material = 0
matContent = ''
inMat = False
for line in f:
try:
line_number = line_number + 1
dlog("line to be matched: %s" % line)
#m = matname_pattern.match(line)
mat_name = matname_pattern.findall(line)
if len(mat_name) > 0:
if material != 0:
log("oldMat is "+material.name)
log("set Material Content "+matContent)
material.matFileCon = matContent
matContent = ''
material = Material(mat_name[0])
matContent = line
inMat = True
materials[material.name] = material
vlog("parsing material %s" % mat_name[0])
else:
matContent += line
#m = texname_pattern.match(line)
tex_name = texname_pattern.findall(line)
# load only the first texture unit's texture
# TODO change to use the first one using the first uv set
if len(tex_name) > 0 and not material.texname:
#if m and not material.texname:
material.oldTexName = tex_name[0]
material.texname = dirname + '/' + tex_name[0]
m = diffuse_alpha_pattern.match(line)
if not m:
m = diffuse_pattern.match(line)
if m:
vlog(" parsing diffuse..")
groups = m.groups()
r = float(groups[0])
g = float(groups[1])
b = float(groups[2])
#TODO: alpha still untested
if len(groups) > 3:
a = float(groups[3])
else:
a = 1.0
material.diffuse = (r, g, b, a)
vlog(" diffuse: %s" % str(material.diffuse))
m = specular_pattern.match(line)
if m:
vlog(" parsing specular..")
groups = m.groups()
r = float(groups[0])
g = float(groups[1])
b = float(groups[2])
material.specular = (r, g, b, 1.0)
vlog(" specular: %s" % str(material.specular))
except Exception as e:
log(" error parsing material %s in %s on line % d: " % \
(material.name, filename, line_number))
log(" exception: %s" % str(e))
if material != 0:
log("set LastMat matContent "+material.name)
log("last matContent "+matContent)
material.matFileCon = matContent
log("this mat file con "+material.matFileCon)
return materials
def create_blender_material(omat):
mat = bpy.data.materials.new(omat.name)
mat.diffuse_color = omat.diffuse[:3]
mat.diffuse_shader = 'LAMBERT'
mat.diffuse_intensity = 1.0
mat.specular_color = omat.specular[:3]
mat.specular_shader = 'COOKTORR'
mat.specular_intensity = 1.0
mat.alpha = omat.diffuse[3]
mat.ambient = 1
img = omat.getTexture()
log("getTexture is "+str(img))
if img:
cTex = bpy.data.textures.new(omat.texname, type="IMAGE")
cTex.image = img
mtex = mat.texture_slots.add()
mtex.texture = cTex
mtex.texture_coords = "UV"
mtex.use_map_color_diffuse = True
#mtex.use_map_color_emission = True
#mtex.emission_color_factor = 0.5
#mtex.use_map_density = True
mtex.mapping = "FLAT"
return mat
dirname = None
basename = None
allAnimations = []
skePat = re.compile("\w+\.skeleton")
xmlFile = None
materials = None
'''
为每个动画生成对应的FBX文件
mage@idle.fbx
'''
def GenFbxFile(aniFile, handler, export=True):
log("GenFbxFile "+str(aniFile))
bpy.ops.object.select_all(action="DESELECT")
'''
重新连接骨架
'''
amt = bpy.data.objects.get("Armature")
if amt != None:
if amt != None and bpy.context.scene.objects.find("Armature") == -1:
bpy.context.scene.objects.link(amt)
bpy.context.scene.objects.active = amt
amt.select = True
'''
获取amt 骨架,接着根据AnimationFile 内容生成骨骼Pose信息
'''
okFile = CreateAnimationPose(aniFile, handler)
'''
清理root 等虚拟物体 组成的骨架对象
'''
if bpy.data.objects.get("root") != None:
if bpy.context.scene.objects.get('root') != None:
Unlink(bpy.data.objects["root"])
Unlink(bpy.data.objects["Cube"])
bpy.ops.object.mode_set(mode="OBJECT")
'''
清空辅助的骨骼 mesh
'''
clearScene()
'''
是否导出Fbx 并且正确读入了动画xml文件
'''
if export and okFile:
global dirname
oldDirName = dirname
fbxDirName = os.path.join(dirname, "fbx")
matDirName = os.path.join(fbxDirName, 'mat')
if not os.path.exists(fbxDirName):
os.mkdir(fbxDirName)
if not os.path.exists(matDirName):
os.mkdir(matDirName)
global basename
log("base name is "+basename)
if aniFile != None:
aniName = str(aniFile).replace(".skeleton", "")
else:
aniName = ''
basename = basename.lower()
objName = basename.replace(".animation", "").replace(".MESH.xml", "").replace(".mesh.xml", "")
if aniName != '':
fbxName = os.path.join(fbxDirName, objName+"@"+aniName+".fbx")
else:
fbxName = os.path.join(fbxDirName, objName+".fbx")
bpy.ops.export_scene.fbx(filepath=fbxName, use_anim_action_all=False, bake_anim_use_nla_strips=False, bake_anim_use_all_actions=False)
#bpy.ops.export_scene.fbx(filepath=fbxName)
mesh = handler.mesh
submesh_count = len(mesh.submeshes)
for j in range(0, submesh_count):
submesh = mesh.submeshes[j]
ogre_mat = materials.get(submesh.materialname)
if ogre_mat != None:
log("save Texture file And Material %s" % ogre_mat.oldTexName)
newMatName = submesh.materialname.replace("/", "_")+'.mat'
matFile = os.path.join(matDirName, newMatName)
texName = ogre_mat.oldTexName.replace('dds', 'png')
log("")
p2 = os.path.join(fbxDirName, texName)
p1 = os.path.join(oldDirName, texName)
log("save MatFile: "+matFile)
log("save Mat Content is: "+ogre_mat.matFileCon)
matF = open(matFile, 'w')
matF.write(ogre_mat.matFileCon)
matF.close()
log(p1+" "+p2)
cmd = 'cp %s %s' % (p1 , p2)
log("copy texture file: "+cmd)
os.system(cmd)
log("import completed.")
'''
执行顺序
fileselection_callback
GenFbxFile
CreateAnimationPose
OGREBonesDic
ChildList
HelperBones
ZeroBones
CreateEmptys
CreatePoseAnimation
'''
import subprocess
def fileselection_callback(filename, clearMesh):
'''
读取mesh 文件,如果不是xml格式则调用 ogre 工具转化
'''
log("Reading mesh file %s..." % filename)
filename = os.path.expanduser(filename)
# is this a mesh file instead of an xml file?
if (filename.lower().find('.xml') == -1):
# No. Use the xml converter to fix this
log("No mesh.xml file. Trying to convert it from binary mesh format.")
convert_meshfile(filename)
filename += '.xml'
global dirname
global basename
dirname = os.path.dirname(filename)
basename = os.path.basename(filename)
'''
读取Animation文件, 如果存在则存储下animation动画列表
'''
global allAnimations
aniFileName = filename.replace("MESH.xml", "animation").replace("mesh.xml", "animation").replace("Mesh.xml", "animation")
log("readANiFileName "+str(aniFileName))
if os.path.exists(aniFileName):
proc = subprocess.Popen(["file", aniFileName], stdout=subprocess.PIPE)
(out, err) = proc.communicate()
out = out.decode('utf8')
if out.find("UTF-16") != -1:
aniCon = codecs.open(aniFileName, encoding='utf16', mode='rb').read()
else:
aniCon = codecs.open(aniFileName, mode='rb').read()
allAnimations = skePat.findall(aniCon)
else:
#No Animation File
allAnimations = []
log("aniFileName "+aniFileName)
log("Gather all ANimation "+str(allAnimations))
'''
读取当前目录的材质文件,收集所有的材质信息
'''
# parse material files and make up a dictionary: {mat_name:material, ..}
global materials
materials = collect_materials(dirname)
#create materials
# prepare the SAX parser and parse the file using our own content handler
'''
读取Mesh.xml 文件, 将模型信息存储到OgreMeshSaxHandler 中
'''
xmlFile = open(filename, 'r')
#解析Mesh 和 Bone文件
parser = xml.sax.make_parser()
handler = OgreMeshSaxHandler()
parser.setContentHandler(handler)
parser.parse(xmlFile)
# create the mesh from the parsed data and link it to a fresh object
meshname = basename[0:basename.lower().find('.mesh.xml')]
#生成骨骼
'''
根据OgreMeshSaxHandler 如果Mesh文件中存在骨骼,则创建一个骨骼对象
'''
CreateSkeleton(handler.skeleton, handler)
#生成蒙皮 和 顶点组
'''
根据OgreMeshSaxHandler 构建蒙皮 Mesh对象 设置材质等信息
'''
obj = CreateBlenderMesh(meshname, handler.mesh, materials)
bpy.context.scene.update()
'''
获得骨骼对象,如果allAnimations >0 则表示需要生成骨骼动画调用GenFbxFile 生成动画
否则值生成普通的仅包含Mesh的fbx 文件
'''
amt = GetAmt()
bpy.ops.object.select_all(action="DESELECT")
if amt != None:
bpy.context.scene.objects.active = amt
obj.select = True
amt.select = True
bpy.ops.object.parent_set(type="ARMATURE")
if handler.animationlink != 0:
GenFbxFile(handler.animationlink, handler, False)
elif len(allAnimations) == 0:
GenFbxFile(None, handler)
else:
for a in allAnimations:
GenFbxFile(a, handler)
log("Clear Animation Frame "+a)
#测试 导入mage fidget 动画
#break
#2.74 bug 调用这个会导致创建一份新的Action
bpy.ops.anim.keyframe_clear_v3d()
#bpy.context.scene.objects.active.animation_data_clear()
#如何只导出当前使用的AnimationData 里面的actin而不是所有的action呢?
#bpy.ops.poselib.unlink()
#测试一个动画的生成
#break
#clear all scene Object
if clearMesh:
clearAll()
import random
oldId = 0
rand = random.Random()
def GetAmt():
amt = bpy.data.objects.get("Armature")
#这个骨骼已经被删除了 是上一个模型的
if bpy.context.scene.objects.find('Armature') == -1:
if amt != None:
global rand
global oldId
amt.name = "Armature_"+str(oldId)+"_"+str(rand.randint(1, 10000))
oldId += 1
return None
return amt
'''
清理场景中所有的 虚拟骨骼对象
不要清除掉Mesh 对象
'''
def clearScene():
#global toggle
scn = bpy.context.scene
log("clearScene ")
if bpy.context.object != None:
bpy.ops.object.mode_set(mode="OBJECT")
for ob in scn.objects:
if ob.type in ["MESH", "CURVE", "TEXT"]:
if ob.name.find('obj') == -1:#don't delete obj mesh
scn.objects.active = ob
scn.objects.unlink(ob)
del ob
return scn
'''
连同模型Mesh 一起清理,为导入新的模型做准备
连通Armature 一起清理 为下一个动画模型做准备
'''
def clearAll():
scn = bpy.context.scene
log("clear ALl Scene ")
if bpy.context.object != None:
bpy.ops.object.mode_set(mode="OBJECT")
for ob in scn.objects:
#if ob.type in ["MESH", "CURVE", "TEXT"]:
#if ob.name.find('obj') == -1:#don't delete obj mesh
scn.objects.active = ob
scn.objects.unlink(ob)
del ob
return scn
from bpy.props import *
from bpy_extras.io_utils import (ExportHelper,
path_reference_mode,
axis_conversion,
)
class IMPORT_OT_OGRE(bpy.types.Operator):
bl_idname = "import_scene.ogre_mesh"
bl_description = 'Import from mesh file format (.mesh)'
bl_label = "Import mesh" +' v.'+ __version__
bl_space_type = "PROPERTIES"
bl_region_type = "WINDOW"
bl_options = {'UNDO'}
filepath = StringProperty(
subtype='FILE_PATH',
)
clearMesh = BoolProperty(
default=False,
)
def draw(self, context):
layout0 = self.layout
layout = layout0.box()
col = layout.column()
def execute(self, context):
fileselection_callback(self.filepath, self.clearMesh)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
def menu_func(self, context):
self.layout.operator(IMPORT_OT_OGRE.bl_idname, text="ogre (.mesh)")
def register():
bpy.utils.register_module(__name__)
bpy.types.INFO_MT_file_import.append(menu_func)
def unregister():
bpy.utils.unregister_module(__name__)
bpy.types.INFO_MT_file_import.remove(menu_func)
if __name__ == "__main__":
register()
@liyonghelpme
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Author

将火炬之光中的 ogre的 mesh 和 anim 模型 某个文件夹下面的, 批量导出为fbx 和 对应的 贴图 材质 文件格式

@liyonghelpme
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Author

支持blender 版本2.7.4 导出fbx bin 数据时候 动画 action只保留一个

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