Adapted more debugging with Tracy, characters update
This commit is contained in:
Binary file not shown.
@@ -11,12 +11,13 @@ add_custom_command(
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OUTPUT ${CMAKE_CURRENT_BINARY_DIR}/edited-normal-${EDITED_BLEND}.blend
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DEPENDS ${CMAKE_CURRENT_SOURCE_DIR}/edited-normal-${EDITED_BLEND}.blend
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${CMAKE_BINARY_DIR}/assets/blender/vrm-vroid-normal-${EDITED_BLEND}.blend
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${CMAKE_CURRENT_SOURCE_DIR}/copy_animations.py
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COMMAND ${CMAKE_COMMAND}
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-E copy ${CMAKE_CURRENT_SOURCE_DIR}/edited-normal-${EDITED_BLEND}.blend
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-${EDITED_BLEND}.blend
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COMMAND ${BLENDER} -b -Y
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-${EDITED_BLEND}.blend
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-P ${CMAKE_SOURCE_DIR}/assets/blender/scripts/copy_animations.py --
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-P ${CMAKE_CURRENT_SOURCE_DIR}/copy_animations.py --
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${CMAKE_BINARY_DIR}/assets/blender/vrm-vroid-normal-${EDITED_BLEND}.blend ${EDITED_BLEND}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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)
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@@ -30,16 +31,48 @@ set(VRM_IMPORTED_BLENDS
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${CMAKE_BINARY_DIR}/assets/blender/shapes/male/vrm-vroid-normal-male-chibi.blend
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)
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#add_custom_command(
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# OUTPUT ${CHARACTER_GLBS}
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# COMMAND ${CMAKE_COMMAND} -E make_directory ${CREATE_DIRECTORIES}
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# COMMAND ${BLENDER} -b -Y -P ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models.py
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# COMMAND ${CMAKE_COMMAND} -D FILE=${CMAKE_BINARY_DIR}/characters/male/normal-male.glb -P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/check_file_size.cmake
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# COMMAND ${CMAKE_COMMAND} -D FILE=${CMAKE_BINARY_DIR}/characters/female/normal-female.glb -P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/check_file_size.cmake
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# COMMAND ${CMAKE_COMMAND} -E touch_nocreate ${CHARACTER_GLBS}
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# DEPENDS ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models.py ${VRM_IMPORTED_BLENDS} ${EDITED_BLEND_TARGETS}
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# WORKING_DIRECTORY ${CMAKE_BINARY_DIR})
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set(FEMALE_OBJECTS "Body;Hair;Face;BackHair;Tops;Bottoms;Shoes;Accessory")
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set(MALE_OBJECTS "Body;Hair;Face;BackHair;Tops;Bottoms;Shoes;Accessory")
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add_custom_command(
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OUTPUT ${CHARACTER_GLBS}
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COMMAND ${CMAKE_COMMAND} -E make_directory ${CREATE_DIRECTORIES}
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COMMAND ${BLENDER} -b -Y -P ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models.py
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COMMAND ${CMAKE_COMMAND} -D FILE=${CMAKE_BINARY_DIR}/characters/male/normal-male.glb -P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/check_file_size.cmake
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COMMAND ${CMAKE_COMMAND} -D FILE=${CMAKE_BINARY_DIR}/characters/female/normal-female.glb -P ${CMAKE_CURRENT_SOURCE_DIR}/cmake/check_file_size.cmake
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COMMAND ${CMAKE_COMMAND} -E touch_nocreate ${CHARACTER_GLBS}
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DEPENDS ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models.py ${VRM_IMPORTED_BLENDS} ${EDITED_BLEND_TARGETS}
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR})
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OUTPUT ${CMAKE_BINARY_DIR}/characters/male/normal-male.glb
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COMMAND ${CMAKE_COMMAND} -E make_directory ${CREATE_DIRECTORIES}
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COMMAND ${BLENDER} -b -Y -P ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models2.py --
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-male.blend
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${CMAKE_BINARY_DIR}/characters/male/normal-male.glb
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"${MALE_OBJECTS}"
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"male"
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tmp-edited-male.blend
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DEPENDS ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models2.py
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${VRM_IMPORTED_BLENDS}
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-male.blend
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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VERBATIM
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)
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add_custom_command(
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OUTPUT ${CMAKE_BINARY_DIR}/characters/female/normal-female.glb
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COMMAND ${CMAKE_COMMAND} -E make_directory ${CREATE_DIRECTORIES}
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COMMAND ${BLENDER} -b -Y -P ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models2.py --
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-female.blend
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${CMAKE_BINARY_DIR}/characters/female/normal-female.glb
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"${FEMALE_OBJECTS}"
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"female"
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tmp-edited-female.blend
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DEPENDS ${CMAKE_SOURCE_DIR}/assets/blender/scripts/export_models2.py
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${VRM_IMPORTED_BLENDS}
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${CMAKE_CURRENT_BINARY_DIR}/edited-normal-female.blend
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WORKING_DIRECTORY ${CMAKE_BINARY_DIR}
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VERBATIM
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)
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set(VRM_SOURCE)
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64
assets/blender/characters/copy_animations.py
Normal file
64
assets/blender/characters/copy_animations.py
Normal file
@@ -0,0 +1,64 @@
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import bpy
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import sys
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import os
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argv = sys.argv
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argv = argv[argv.index("--") + 1:]
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sys.path.insert(0, os.getcwd() + "/assets/blender/scripts")
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source_filepath = argv[0]
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armature_name = argv[1]
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print("starting...")
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def copy_actions_and_create_nla_tracks(source_filepath, target_object_name):
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"""
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Copies actions from a source Blender file that do not exist in the current
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file, creates NLA tracks for them on a target object, and saves the file.
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Args:
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source_filepath (str): The full path to the source Blender file.
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target_object_name (str): The name of the object in the current file
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to which the actions and NLA tracks will be applied.
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"""
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# 1. Link or Append Actions from the Source File
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with bpy.data.libraries.load(source_filepath, link=False) as (data_from, data_to):
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source_action_names = data_from.actions
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current_action_names = {action.name for action in bpy.data.actions}
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actions_to_append = [name for name in source_action_names if name not in current_action_names]
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data_to.actions = actions_to_append
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print(actions_to_append)
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# Get the target object
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target_object = bpy.data.objects.get(target_object_name)
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if not target_object:
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print(f"Error: Object '{target_object_name}' not found in the current file.")
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return
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# Ensure the object has an NLA editor
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if not target_object.animation_data:
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target_object.animation_data_create()
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# 2. Iterate through newly imported actions and create NLA tracks
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for action in data_to.actions:
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# Check if an action with the same name already exists in the current file
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# Add the action to the NLA editor as a strip
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nla_track = target_object.animation_data.nla_tracks.new()
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nla_track.name = f"NLA_Track_{action.name}"
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nla_track.strips.new(name=action.name, start=1, action=action)
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print(f"Created NLA track for action: {action.name}")
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# 3. Save the current Blender file
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bpy.ops.wm.save_as_mainfile(filepath=bpy.context.blend_data.filepath)
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print(f"File saved: {bpy.context.blend_data.filepath}")
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# --- Usage Example ---
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if __name__ == "__main__":
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# Replace with your actual source file path and target object name
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source_file = source_filepath
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target_obj = armature_name
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copy_actions_and_create_nla_tracks(source_file, target_obj)
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296
assets/blender/scripts/export_models2.py
Normal file
296
assets/blender/scripts/export_models2.py
Normal file
@@ -0,0 +1,296 @@
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#!/usr/bin/env python
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import os, sys, time
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import bpy
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from math import pi
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import glob
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import shutil
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from mathutils import Vector, Matrix
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from math import radians, pi
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sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)))
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#from settings import ExportMappingFemale, ExportMappingMale, ExportMappingMaleBabyShape, ExportMappingMaleEdited, ExportMappingFemaleEdited, ExportMappingMaleTestShapeEdited, ExportMappingMaleBaseShapeEdited
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argv = sys.argv
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argv = argv[argv.index("--") + 1:]
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basepath = os.getcwd()
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def check_bone(bname):
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ok = True
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baddie = ["ctrl_", "mch_", "MCH_", "Ctrl_", "Mch_"]
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for bd in baddie:
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if bname.startswith(bd):
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ok = False
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break
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return ok
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def prepare_armature(mapping):
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print("Preparing...")
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bpy.ops.object.armature_add(enter_editmode=False)
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new_armature = bpy.context.object
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orig_armature = bpy.data.objects[mapping.armature_name]
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armature_name = orig_armature.name
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orig_armature.name = orig_armature.name + "_orig"
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new_armature.name = armature_name
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queue = []
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if new_armature.animation_data is None:
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new_armature.animation_data_create()
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='EDIT')
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for b in new_armature.data.edit_bones:
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new_armature.data.edit_bones.remove(b)
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bpy.context.view_layer.objects.active = orig_armature
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bpy.ops.object.mode_set(mode='EDIT')
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for b in orig_armature.data.edit_bones:
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print(b.name)
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if b.parent is None:
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queue.append(b.name)
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print("Copying bones...")
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while len(queue) > 0:
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item = queue.pop(0)
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print(item)
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itemb = orig_armature.data.edit_bones[item]
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if not itemb.use_deform and not check_bone(item):
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continue
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for cb in orig_armature.data.edit_bones:
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if cb.parent == itemb:
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queue.append(cb.name)
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nb = new_armature.data.edit_bones.new(item)
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nb.name = item
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nb.head = itemb.head
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nb.tail = itemb.tail
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nb.matrix = itemb.matrix
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nb.use_deform = itemb.use_deform
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if itemb.parent is not None:
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ok = True
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pname = itemb.parent.name
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while not check_bone(pname):
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bparent = itemb.parent.parent
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if bparent is None:
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ok = False
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break
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pname = bparent.name
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if ok:
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nb.parent = new_armature.data.edit_bones[itemb.parent.name]
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else:
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nb.parent = None
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else:
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nb.parent = None
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nb.use_connect = itemb.use_connect
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# drivers_data = new_armature.animation_data.drivers
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print("Creating constraints...")
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.context.view_layer.objects.active = orig_armature
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bpy.ops.object.mode_set(mode='OBJECT')
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for b in new_armature.pose.bones:
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print(b.name)
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c = b.constraints.new(type='COPY_TRANSFORMS')
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c.target = orig_armature
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c.subtarget = b.name
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for obj in bpy.data.objects:
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if obj.parent == orig_armature:
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obj.parent = new_armature
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for mod in obj.modifiers:
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if mod.type == 'ARMATURE':
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mod.object = new_armature
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print("Baking actions...")
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='POSE')
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for track in orig_armature.animation_data.nla_tracks:
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print(track.name)
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for s in track.strips:
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action = s.action
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print(action.name)
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orig_armature.animation_data.action = action
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new_armature.animation_data.action = None
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bpy.context.view_layer.objects.active = new_armature
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firstFrame = int(s.action_frame_start)
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lastFrame = int(s.action_frame_end)
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bpy.ops.nla.bake(frame_start=firstFrame, frame_end=lastFrame, step=5, only_selected=False, visual_keying=True, clear_constraints=False, clean_curves=True, use_current_action=False, bake_types={'POSE'})
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aname = orig_armature.animation_data.action.name
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orig_armature.animation_data.action.name = "bake_" + aname
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new_armature.animation_data.action.name = aname
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track = new_armature.animation_data.nla_tracks.new()
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track.name = aname
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track.strips.new(track.name, int(new_armature.animation_data.action.frame_range[0]), new_armature.animation_data.action)
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track.mute = True
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track.lock = True
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print("Removing constraints...")
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for b in new_armature.pose.bones:
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for c in b.constraints:
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b.constraints.remove(c)
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new_armature.animation_data.action = bpy.data.actions[mapping.default_action]
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bpy.context.view_layer.objects.active = new_armature
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bpy.ops.object.mode_set(mode='OBJECT')
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# track = new_armature.animation_data.nla_tracks.new()
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# track.name = action.name
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def clamp_angle_deg(angle, min_angle_deg, max_angle_deg):
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min_angle = radians(min_angle_deg)
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max_angle = radians(max_angle_deg)
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if angle < min_angle:
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angle = min_angle
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if angle > max_angle:
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angle = max_angle
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return angle
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def angle_to_linear(angle, divider):
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if angle < 0.0:
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return angle / divider
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else:
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return 0.0
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def angle_to_linear_x(bone, angle):
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skel = bpy.data.objects["skeleton_orig"]
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left_base = "ctrl_base_upperleg.L.001"
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right_base = "ctrl_base_upperleg.R.001"
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base = ""
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if base == "":
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for e in ["_R", ".R"]:
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if bone.name.endswith(e):
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base = right_base
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break
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if base == "":
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for e in ["_L", ".L"]:
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if bone.name.endswith(e):
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base = left_base
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break
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if base == "":
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for e in ["_R.", ".R."]:
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if bone.name.find(e) >= 0:
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base = right_base
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break
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if base == "":
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for e in ["_L.", ".L."]:
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if bone.name.find(e) >= 0:
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base = left_base
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break
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mul = skel.pose.bones[base]["to_linear_x_base"]
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offset = skel.pose.bones[base]["angle_offset"]
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# print("bone: ", bone.name, "base: ", base, "mul: ", mul)
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# print("angle: ", angle, " angle_offset: ", offset, " angle_sum: ", angle + offset)
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print("offset: ", mul * (angle + offset), "bone: ", base, "angle: ", angle)
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return (angle + offset) * mul
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def extra_linear(angle, offset):
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ret = 0.0
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offt = offset * angle * 2.0 / -radians(-90)
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if angle * 2.0 < -radians(65):
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if angle * 2.0 > -radians(65):
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ret += offset
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else:
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ret += offt
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return ret
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mapping_blend_path = argv[0]
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mapping_gltf_path = argv[1]
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mapping_objects = argv[2]
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mapping_armature_name = argv[3]
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mapping_outfile = argv[4]
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#for mapping in [ExportMappingFemale(), ExportMappingMale(), ExportMappingMaleBabyShape(), ExportMappingMaleEdited(), ExportMappingFemaleEdited(), ExportMappingMaleTestShapeEdited(), ExportMappingMaleBaseShapeEdited()]:
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class CommandLineMapping:
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blend_path = mapping_blend_path
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gltf_path = mapping_gltf_path
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# ogre_scene = "characters/female/vroid-normal-female.scene"
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inner_path = "Object"
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# objs = ["male", "Body", "Hair", "Face", "BackHair", "Tops", "Bottoms", "Shoes", "Accessory"]
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# objs = ["female", "Body", "Hair", "Face", "BackHair", "Tops", "Bottoms", "Shoes", "Accessory"]
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objs = []
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armature_name = mapping_armature_name
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outfile = mapping_outfile
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default_action = 'default'
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def __init__(self):
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self.objs = [mapping_armature_name]
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if len(mapping_objects) > 0:
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self.objs += [o.otrip() for o in mapping_objects.split(";")]
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self.files = []
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for fobj in self.objs:
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self.files.append({"name": fobj})
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for mapping in[CommandLineMapping()]:
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if not os.path.exists(mapping.blend_path):
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print("Skipping mapping: " + mapping.blend_path)
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continue
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print("Processing mapping: from: " + mapping.blend_path + " to: " + mapping.gltf_path)
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print("Initializing...")
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bpy.ops.wm.read_homefile(use_empty=True)
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print("Preparing driver setup...")
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bpy.app.driver_namespace["clamp_angle_deg"] = clamp_angle_deg
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bpy.app.driver_namespace["angle_to_linear"] = angle_to_linear
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bpy.app.driver_namespace["extra_linear"] = extra_linear
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bpy.app.driver_namespace["angle_to_linear_x"] = angle_to_linear_x
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print("Driver setup done...")
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bpy.ops.wm.append(
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filepath=os.path.join(mapping.blend_path, mapping.inner_path),
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directory=os.path.join(mapping.blend_path, mapping.inner_path),
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files=mapping.files)
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print("Append done...")
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prepare_armature(mapping)
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print("Armature done...")
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||||
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||||
print("Remove junk...")
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for ob in bpy.data.objects:
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if ob.name.startswith("cs_"):
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bpy.data.objects.remove(ob)
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elif ob.name.startswith("Face") and ob.name != "Face":
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bpy.data.objects.remove(ob)
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print("Removing original armature and actions...")
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orig_arm = bpy.data.objects[mapping.armature_name + '_orig']
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bpy.data.objects.remove(orig_arm)
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for act in bpy.data.actions:
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if act.name.startswith("bake_"):
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act.name = act.name + "-noimp"
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||||
for act in bpy.data.actions:
|
||||
if act.name.startswith("bake_"):
|
||||
bpy.data.actions.remove(act)
|
||||
for act in bpy.data.actions:
|
||||
if act.name.startswith("bake_"):
|
||||
bpy.data.actions.remove(act)
|
||||
for obj in bpy.data.objects:
|
||||
if obj.type == 'MESH':
|
||||
if not obj.name in mapping.objs and obj.parent is None:
|
||||
if not obj.name.endswith("-noimp"):
|
||||
obj.name = obj.name + "-noimp"
|
||||
bpy.ops.wm.save_as_mainfile(filepath=(basepath + "/assets/blender/scripts/" + mapping.outfile))
|
||||
|
||||
os.makedirs(os.path.dirname(mapping.gltf_path), exist_ok=True)
|
||||
bpy.ops.export_scene.gltf(filepath=mapping.gltf_path,
|
||||
use_selection=False,
|
||||
check_existing=False,
|
||||
# export_format='GLTF_SEPARATE',
|
||||
export_format='GLB',
|
||||
export_texture_dir='textures', export_texcoords=True,
|
||||
export_animation_mode='NLA_TRACKS',
|
||||
export_normals=True,
|
||||
export_tangents=True,
|
||||
export_materials='EXPORT',
|
||||
# export_all_vertex_colors=True,
|
||||
# colors_type='SRGB',
|
||||
# export_vertex_colors=True,
|
||||
export_colors=True,
|
||||
use_mesh_edges=False,
|
||||
use_mesh_vertices=False,
|
||||
export_cameras=False,
|
||||
use_visible=False,
|
||||
use_renderable=False,
|
||||
export_yup=True,
|
||||
export_animations=True,
|
||||
export_force_sampling=True,
|
||||
export_def_bones=False,
|
||||
export_current_frame=False,
|
||||
export_morph=True,
|
||||
export_morph_animation=False,
|
||||
export_morph_normal=True,
|
||||
export_morph_tangent=True,
|
||||
export_lights=False,
|
||||
export_skins=True)
|
||||
print("exported to: " + mapping.gltf_path)
|
||||
|
||||
bpy.ops.wm.read_homefile(use_empty=True)
|
||||
time.sleep(2)
|
||||
bpy.ops.wm.quit_blender()
|
||||
Reference in New Issue
Block a user