Files
streaming_world/assets/blender/scripts/import_vrm.py
2025-01-29 14:29:02 +03:00

224 lines
10 KiB
Python

#!/usr/bin/env python
import os, sys, time
import bpy
from math import pi
import glob
import shutil
from mathutils import Vector, Matrix
from math import radians, pi
sys.path.insert(0, os.getcwd() + "/assets/blender/scripts")
from vrm import rename
from mixamo import mixamo_rig
from mixamo.lib.armature import *
#from mixamo.mixamoroot import import_armature
#from mixamo.import_mixamo_root_motion import import_mixamo_root_motion
from settings import VRMDataFemale, VRMDataMale, VRMDataMaleBabyShape, basepath
imports = [VRMDataFemale(), VRMDataMale(), VRMDataMaleBabyShape()]
class mkrig:
ik_arms = True
ik_legs = True
def __init__(self):
mixamo_rig._make_rig(self)
mixamo_rig.remove_temp_objects()
mixamo_rig.clean_scene()
def get_anim(filepath, root_bone_name="Root", hip_bone_name="mixamorig:Hips", remove_prefix=False, name_prefix="mixamorig:", insert_root=False, delete_armatures=False):
# current_context = bpy.context.area.ui_type
old_objs = set(bpy.context.scene.objects)
try:
import_armature(filepath, root_bone_name, hip_bone_name, remove_prefix, name_prefix, insert_root, delete_armatures)
imported_objects = set(bpy.context.scene.objects) - old_objs
if delete_armatures and num_files > 1:
deleteArmature(imported_objects)
except Exception as e:
log.error("[Mixamo Root] ERROR get_all_anims raised %s when processing %s" % (str(e), filepath))
# bpy.context.area.ui_type = current_context
bpy.context.scene.frame_start = 0
bpy.ops.object.mode_set(mode='OBJECT')
def create_root_bone(anim_obj):
bpy.context.view_layer.objects.active = anim_obj
bpy.ops.object.mode_set(mode='EDIT')
root_bone = anim_obj.data.edit_bones.new("Root")
root_bone.tail.y = 0.5
anim_obj.data.edit_bones["mixamorig:Hips"].parent = anim_obj.data.edit_bones["Root"]
bpy.ops.object.mode_set(mode='OBJECT')
def hips_to_root(anim_obj):
for fc in anim_obj.animation_data.action.fcurves:
if "mixamorig:Hips" in fc.data_path:
if "location" in fc.data_path:
print(fc, fc.data_path, fc.array_index)
if fc.array_index in [0, 2]:
fc.data_path = fc.data_path.replace("mixamorig:Hips", "Root")
# if fc.array_index == 2:
# for kp in fc.keyframe_points:
# kp.co.z = min(0, abs(kp.co.z))
# hip_curves = [fc for fc in anim_obj.animation_data.action.fcurves if hip_bone_name in fc.data_path and fc.data_path.startswith('location')]
# print(hip_curves)
def hips_to_root(anim_obj):
for fc in anim_obj.animation_data.action.fcurves:
if "mixamorig:Hips" in fc.data_path:
if "location" in fc.data_path:
print(fc, fc.data_path, fc.array_index)
if fc.array_index in [0, 2]:
fc.data_path = fc.data_path.replace("mixamorig:Hips", "Root")
def hips_to_root2(anim_obj):
for fc in anim_obj.animation_data.action.fcurves:
if "Ctrl_Hips" in fc.data_path:
if "location" in fc.data_path:
print(fc, fc.data_path, fc.array_index)
if fc.array_index in [0, 2]:
data_path = fc.data_path[:]
# fc.data_path = data_path.replace("Ctrl_Hips", "Ctrl_Master")
fcr = anim_obj.animation_data.action.fcurves.new(data_path = data_path.replace("Ctrl_Hips", "Root"), index = fc.array_index)
keys = [0] * (2 * len(fc.keyframe_points))
fcr.keyframe_points.add(len(fc.keyframe_points))
fc.keyframe_points.foreach_get("co", keys)
fcr.keyframe_points.foreach_set("co", keys)
print("ROOT")
# fc.data_path = data_path.replace("Ctrl_Hips", "Root")
# for fcr in anim_obj.animation_data.action.fcurves:
# if "Root" in fcr.data_path:
# fcr.array_index = fc.array_index
# print("ROOT")
for imp in imports:
bpy.ops.wm.read_homefile(use_empty=True)
for o in bpy.data.objects:
bpy.data.objects.remove(o)
print(basepath + "/assets/vroid/" + imp.path)
result = bpy.ops.import_scene.vrm(filepath=(basepath + "/assets/vroid/" + imp.path))
if result != {"FINISHED"}:
raise Exception(f"Failed to import vrm: {result}")
armature_count = 0
for obj in bpy.data.objects:
if (obj.type == "ARMATURE"):
armature_count += 1
if armature_count > 1:
raise Exception("Bad scene data")
main_armature = None
for obj in bpy.data.objects:
if (obj.type == "ARMATURE"):
main_armature = obj
break
if main_armature == None:
raise Exception("Bad scene data")
print("Renaming...")
main_armature.select_set(True)
bpy.context.view_layer.objects.active = main_armature
rename.rename_bones(main_armature)
main_armature.select_set(False)
main_armature.name = imp.armature_name
main_armature["VRM_IMPORTED_NAME"] = "female"
if main_armature.animation_data is None:
main_armature.animation_data_create()
main_armature.select_set(True)
bpy.context.view_layer.objects.active = main_armature
mkrig()
main_armature.select_set(False)
bpy.context.view_layer.objects.active = None
for anim in imp.mixamo_animations:
anim_path = imp.mixamo_animation_path + anim + ".fbx"
print("Load BVH..." + anim_path)
old_objs = set(bpy.context.scene.objects)
bpy.ops.import_scene.fbx(filepath=anim_path, global_scale=imp.fbx_scale)
#import_mixamo_root_motion(bpy.context, anim_path, True, True, False, False, False, 'COPY_HIPS', True, True, True)
#get_anim(anim_path)
imported_objects = set(bpy.context.scene.objects) - old_objs
for anim_obj in imported_objects:
if anim_obj == main_armature:
continue
if "VRM_IMPORTED_NAME" in anim_obj:
continue
if main_armature == anim_obj or anim_obj.type != "ARMATURE":
continue
# create_root_bone(anim_obj)
# hips_to_root(anim_obj)
if anim_obj.animation_data == None:
print("Bad object: " + anim_obj.name + " " + anim_obj.type)
bpy.data.objects.remove(anim_obj)
continue
if anim_obj.animation_data.action == None:
print("Bad object: " + anim_obj.name + " " + anim_obj.type)
bpy.data.objects.remove(anim_obj)
continue
print("importing: " + anim_obj.animation_data.action.name)
mixamo_rig._import_anim(anim_obj, main_armature, True)
print("===" + main_armature.animation_data.action.name)
main_armature.animation_data.action.name = anim
hips_to_root2(main_armature)
track = main_armature.animation_data.nla_tracks.new()
action = main_armature.animation_data.action
track.name = action.name
track.strips.new(action.name, int(action.frame_range[0]), action)
track.mute = True
track.lock = True
bpy.data.objects.remove(anim_obj)
imported_objects.clear()
imported_objects = set(bpy.context.scene.objects) - old_objs
for anim_obj in imported_objects:
bpy.data.objects.remove(anim_obj)
# bpy.ops.import_scene.fbx(filepath=anim_path,
# directory='', filter_glob='*.fbx',
# files=None, ui_tab='MAIN',
# use_manual_orientation=False,
# global_scale=1.0, bake_space_transform=False,
# use_custom_normals=True, colors_type='SRGB',
# use_image_search=True, use_alpha_decals=False,
# decal_offset=0.0, use_anim=True, anim_offset=1.0,
# use_subsurf=False, use_custom_props=True,
# use_custom_props_enum_as_string=True,
# ignore_leaf_bones=False, force_connect_children=False,
# automatic_bone_orientation=False, primary_bone_axis='Y',
# secondary_bone_axis='X', use_prepost_rot=True,
# axis_forward='-Z', axis_up='Y')
# bpy.context.object.name = anim
# bpy.context.object.animation_data.action.name = anim
# _zero_out(main_armature)
main_armature.animation_data.action = bpy.data.actions.new(name="default")
default_action = main_armature.animation_data.action
bpy.context.view_layer.objects.active = main_armature
main_armature.select_set(True)
layers = enable_all_armature_layers()
bpy.ops.object.mode_set(mode='POSE')
for b in main_armature.pose.bones:
b.location = [0,0,0]
b.rotation_euler = [0,0,0]
b.rotation_quaternion = [1,0,0,0]
b.scale = [1,1,1]
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='POSE')
for b in main_armature.data.bones:
if b.name.find("Ctrl_") < 0 and b.name.find("ctrl_") < 0:
continue
main_armature.pose.bones[b.name].matrix_basis.identity()
main_armature.pose.bones[b.name].keyframe_insert(data_path='location', frame=1)
rotation_mode = main_armature.pose.bones[b.name].rotation_mode
if rotation_mode == "QUATERNION":
main_armature.pose.bones[b.name].keyframe_insert(data_path='rotation_quaternion', frame=1)
elif rotation_mode == "AXIS_ANGLE":
main_armature.pose.bones[b.name].keyframe_insert(data_path='rotation_axis_angle', frame=1)
else:
main_armature.pose.bones[b.name].keyframe_insert(data_path='rotation_euler', frame=1)
main_armature.pose.bones[b.name].keyframe_insert(data_path='scale', frame=1)
bpy.ops.object.mode_set(mode='OBJECT')
track = main_armature.animation_data.nla_tracks.new()
action = main_armature.animation_data.action
track.name = action.name
track.strips.new(action.name, int(action.frame_range[0]), action)
track.mute = True
track.lock = True
restore_armature_layers(layers)
main_armature.animation_data.action = default_action
main_armature.select_set(False)
bpy.context.view_layer.objects.active = None
bpy.ops.wm.save_as_mainfile(filepath=(basepath + "/assets/blender/" + imp.outfile))