generalize script
This commit is contained in:
@@ -1,142 +1,153 @@
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import bpy
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import json
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from mathutils import Vector
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from typing import Union, List
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context = bpy.context
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scene = context.scene
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def generate_DM_skeleton():
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# TODO: Based on a dictionary with corresponding bone names (supplied by the user): generate the DeepMimicSkeleton with the exact bone lengths as the example BVH file!
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# This should lead to almost perfectly accurate IK solutions!
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target = "rotation_prob"
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skel_name = "DeepMimicSkeleton"
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# Couple every DM_bone to BVH bone
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# Structure: (Target_bone_name: str, inherit_bone_length: bool, inherit_bone_pos: bool, use_connect: bool, bone_direction_vec: list[float])
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class BoneConstructionData:
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def __init__(self, target_name: str,
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inherit_bone_length: bool,
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inherit_bone_pos: bool,
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use_connect: bool,
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bone_direction_vec: List[float] = [0.0, 0.0, 1.0],
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use_IK: bool = False,
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use_DT: bool = False,
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IK_chain_length: int = 0):
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self.target_name = target_name
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self.inherit_bone_length = inherit_bone_length
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self.inherit_bone_pos = inherit_bone_pos
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self.use_connect = use_connect
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self.bone_direction_vec = bone_direction_vec
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self.use_IK = use_IK
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self.use_DT = use_DT
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self.IK_chain_length = IK_chain_length
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bonedict = {
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"root": BoneConstructionData("Hip", False, False, False, [0.0, 0.0, 1.0]),
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"spine": BoneConstructionData("Hip", False, False, True, [0.0, 0.0, 1.0]),
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"chest": BoneConstructionData("ShoulderCenter", False, False, True, [0.0, 0.0, 1.0], use_DT=True),
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"head": BoneConstructionData("Head", False, False, True, [0.0, 0.0, 1.0], use_DT=True),
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"right_upper_arm": BoneConstructionData("ShoulderRight", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
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"right_lower_arm": BoneConstructionData("ElbowRight", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
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"right_hand": BoneConstructionData("WristRight", True, False, True, [0.0, 0.0, -1.0], use_DT=True),
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"left_upper_arm": BoneConstructionData("ShoulderLeft", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
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"left_lower_arm": BoneConstructionData("ElbowLeft", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
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"left_hand": BoneConstructionData("WristLeft", True, False, True, [0.0, 0.0, -1.0], use_DT=True),
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"right_thigh": BoneConstructionData("HipRight", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
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"right_shin": BoneConstructionData("KneeRight", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
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"right_foot": BoneConstructionData("AnkleRight", True, False, True, [0.0, -1.0, 0.0], use_DT=True),
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"left_thigh": BoneConstructionData("HipLeft", True, True, False, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=1),
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"left_shin": BoneConstructionData("KneeLeft", True, False, True, [0.0, 0.0, -1.0], use_IK=True, IK_chain_length=2),
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"left_foot": BoneConstructionData("AnkleLeft", True, False, True, [0.0, -1.0, 0.0], use_DT=True),
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}
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child_dict = {
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"root": ["spine", "right_thigh", "left_thigh"],
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"spine": ["chest"],
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"chest": ["head", "right_upper_arm", "left_upper_arm"],
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"head": [],
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"right_upper_arm": ["right_lower_arm"],
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"right_lower_arm": ["right_hand"],
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"right_hand": [],
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"left_upper_arm": ["left_lower_arm"],
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"left_lower_arm": ["left_hand"],
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"left_hand": [],
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"right_thigh": ["right_shin"],
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"right_shin": ["right_foot"],
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"right_foot": [],
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"left_thigh": ["left_shin"],
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"left_shin": ["left_foot"],
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"left_foot": [],
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}
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def find_parent(bone_name, child_dict) -> Union[str, None]:
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for bone in child_dict.keys():
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if bone_name in child_dict[bone]:
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return bone
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return None
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def find_child(bone_name, child_dict) -> Union[str, None]:
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result = child_dict[bone_name]
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if len(result) == 1:
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return result[0]
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else:
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return None
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def tail_relative(bone, rel_vec: List[float]):
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bone.tail = [bone.head[x] + rel_vec[x] for x in range(3)]
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def generate_humanoid_skeleton(target, name, bonedict, childdict):
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# First fill up dictionary with edit_bone positions
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# (Since it seems to be difficult to read the edit_bones of an armature while editing another one...)
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target_bone_head_dict = {}
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bpy.data.objects[target].select_set(True)
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='EDIT')
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for edit_bone in bpy.context.object.data.edit_bones:
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target_bone_head_dict[edit_bone.name] = [x for x in edit_bone.head]
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# Add the armature
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='OBJECT')
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# TODO: by disabling the "inherit_rotation" property of some bones, the "matrix_base" does not take into account the rotation of the parent.
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# This makes sense from an implementation standpoint, but not for our goal, namely:
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# We want to disable inherit_rotation in order to get the IK-solver going to correct solutions (hips should rotate).
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# But we want the calculated quaternion to be in LOCAL joint space, so we want it to be in relation to the parent's rotation.
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# Proposed solution: re-enable the inherit-rotation option and use another IK solver instead. (itasc)
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bpy.ops.object.armature_add(enter_editmode=True)
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obj = bpy.data.objects["Armature"]
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# obj = bpy.context.object
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obj.name = "DMS"
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obj.name = name
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# Rename armature
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armature = obj.data
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armature.name = "DeepMimicSkeleton"
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armature.name = name
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# Delete first auto-generated bone
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bpy.ops.armature.select_all(action='SELECT')
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bpy.ops.armature.delete()
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# Start adding bones
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root = armature.edit_bones.new("root")
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root.tail = (0.0, 0.0, 0.001)
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root.translate(Vector((0.0, 0.0, 0.0)))
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# Spine, chest and head
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spine = armature.edit_bones.new("spine")
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spine.parent = root
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spine.use_connect = True
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spine.tail = (0.0, 0.0, 0.236151)
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spine.translate(Vector((0.0, 0.0, 0.0)))
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for bone_name in bonedict.keys():
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construction_data: BoneConstructionData = bonedict[bone_name]
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if bone_name == "root":
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root = armature.edit_bones.new("root")
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root.tail = (0.0, 0.0, 0.001)
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else:
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bone = armature.edit_bones.new(bone_name)
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parent = find_parent(bone_name, childdict)
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if parent is not None:
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bone.parent = armature.edit_bones[parent]
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bone.use_connect = construction_data.use_connect
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if construction_data.inherit_bone_pos:
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bone.head = target_bone_head_dict[construction_data.target_name]
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if construction_data.inherit_bone_length:
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length = bpy.data.objects[target].data.bones[construction_data.target_name].length
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tail_relative(bone, [length * x for x in construction_data.bone_direction_vec])
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else:
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# TODO: find out some way to guess the correct bone lengths if there are no corresponding bones in the target armature...
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if bone_name in ["spine", "chest", "head"]:
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tail_relative(bone, [0.0, 0.0, 0.22])
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pass
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chest = armature.edit_bones.new("chest")
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chest.parent = spine
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chest.use_connect = True
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chest.tail = (chest.parent.tail[0], chest.parent.tail[1], chest.parent.tail[2] + 0.223894)
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head = armature.edit_bones.new("head")
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head.parent = chest
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head.use_connect = True
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head.tail = (head.parent.tail[0], head.parent.tail[1], head.parent.tail[2] + 0.24)
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# Right arm
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right_upper_arm = armature.edit_bones.new("right_upper_arm")
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right_upper_arm.head = (chest.tail[0]-0.15, chest.tail[1], chest.tail[2])
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right_upper_arm.tail = (chest.tail[0]-0.15, chest.tail[1], chest.tail[2] - 0.28)
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right_upper_arm.parent = chest
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# right_upper_arm.use_inherit_rotation = False
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right_lower_arm = armature.edit_bones.new("right_lower_arm")
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right_lower_arm.parent = right_upper_arm
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right_lower_arm.use_connect = True
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right_lower_arm.tail = (right_lower_arm.parent.tail[0],
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right_lower_arm.parent.tail[1],
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right_lower_arm.parent.tail[2] - 0.24)
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right_hand = armature.edit_bones.new("right_hand")
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right_hand.parent = right_lower_arm
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right_hand.use_connect = True
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right_hand.tail = (right_hand.parent.tail[0],
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right_hand.parent.tail[1],
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right_hand.parent.tail[2] - 0.1)
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# Left arm
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left_upper_arm = armature.edit_bones.new("left_upper_arm")
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left_upper_arm.head = (chest.tail[0]+0.15, chest.tail[1], chest.tail[2])
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left_upper_arm.tail = (chest.tail[0]+0.15, chest.tail[1], chest.tail[2] - 0.28)
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left_upper_arm.parent = chest
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# left_upper_arm.use_inherit_rotation = False
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left_lower_arm = armature.edit_bones.new("left_lower_arm")
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left_lower_arm.parent = left_upper_arm
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left_lower_arm.use_connect = True
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left_lower_arm.tail = (left_lower_arm.parent.tail[0],
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left_lower_arm.parent.tail[1],
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left_lower_arm.parent.tail[2] - 0.24)
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left_hand = armature.edit_bones.new("left_hand")
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left_hand.parent = left_lower_arm
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left_hand.use_connect = True
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left_hand.tail = (left_hand.parent.tail[0],
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left_hand.parent.tail[1],
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left_hand.parent.tail[2] - 0.1)
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# Right leg
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right_thigh = armature.edit_bones.new("right_thigh")
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right_thigh.parent = root
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right_thigh.head = (-0.084887, 0.0, 0.0)
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right_thigh.tail = (-0.084887, 0.0, -0.421546)
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# right_thigh.use_inherit_rotation = False
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right_shin = armature.edit_bones.new("right_shin")
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right_shin.parent = right_thigh
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right_shin.use_connect = True
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right_shin.tail = (right_shin.parent.tail[0], right_shin.parent.tail[1], right_shin.parent.tail[2]-0.39)
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right_foot = armature.edit_bones.new("right_foot")
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right_foot.parent = right_shin
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right_foot.use_connect = True
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right_foot.tail = (right_foot.parent.tail[0], right_foot.parent.tail[1]-0.15, right_foot.parent.tail[2])
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# Left leg
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left_thigh = armature.edit_bones.new("left_thigh")
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left_thigh.parent = root
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left_thigh.head = (0.084887, 0.0, 0.0)
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left_thigh.tail = (0.084887, 0.0, -0.421546)
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# left_thigh.use_inherit_rotation = False
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left_shin = armature.edit_bones.new("left_shin")
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left_shin.parent = left_thigh
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left_shin.use_connect = True
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left_shin.tail = (left_shin.parent.tail[0], left_shin.parent.tail[1], left_shin.parent.tail[2]-0.39)
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left_foot = armature.edit_bones.new("left_foot")
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left_foot.parent = left_shin
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left_foot.use_connect = True
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left_foot.tail = (left_foot.parent.tail[0], left_foot.parent.tail[1]-0.15, left_foot.parent.tail[2])
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def constrain_DM_skeleton():
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def constrain_DM_skeleton(bonedict):
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if bpy.ops.object.mode_set.poll():
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bpy.ops.object.mode_set(mode='POSE')
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# Note that pose_bones are under: bpy.data.objects[...].pose.bones
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skel = bpy.data.objects['DMS']
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skel = bpy.data.objects[skel_name]
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# Root
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root_con = skel.pose.bones['root'].constraints.new('COPY_TRANSFORMS')
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root_con.target = bpy.data.objects['rotation_prob']
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root_con.subtarget = "Hip"
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root_con.target = bpy.data.objects[target]
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root_con.subtarget = bonedict['root'].target_name
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# Spine
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spine_con = skel.pose.bones['spine'].constraints.new('COPY_ROTATION')
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spine_con.target = bpy.data.objects['rotation_prob']
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spine_con.subtarget = "Hip"
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spine_con.target = bpy.data.objects[skel_name]
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spine_con.subtarget = bonedict['spine'].target_name
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# Fixing rotation in elbow and knee joints:
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# 1) limit rotation constraint
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@@ -216,26 +227,11 @@ def damped_track(arm, target_arm, bone: str, target_bone: str):
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constraint.subtarget = target_bone
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constraint.head_tail = 1.0
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def follow_mocap_damped_tracks(arm, target_arm):
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bonedict = {
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# "right_upper_arm": "ShoulderRight",
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# "right_lower_arm": "ElbowRight",
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# "left_upper_arm": "ShoulderLeft",
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# "left_lower_arm": "ElbowLeft",
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# "right_thigh": "HipRight",
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# "right_shin": "KneeRight",
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# "left_thigh": "HipLeft",
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# "left_shin": "KneeLeft",
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"right_foot": "AnkleRight",
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"left_foot": "AnkleLeft",
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"right_hand": "WristRight",
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"left_hand": "WristLeft",
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"chest": "ShoulderCenter",
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"head": "Head"
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}
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def follow_mocap_damped_tracks(arm, target_arm, bonedict):
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for bone in bonedict.keys():
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damped_track(arm, target_arm, bone, bonedict[bone])
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bone_data = bonedict[bone]
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if bone_data.use_DT:
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damped_track(arm, target_arm, bone, bone_data.target_name)
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def inverse_kinematic_constraint(arm, target_arm, bone: str, target_bone: str, chain_count: int):
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constraint = arm.pose.bones[bone].constraints.new('IK')
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@@ -247,22 +243,11 @@ def inverse_kinematic_constraint(arm, target_arm, bone: str, target_bone: str, c
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constraint.iterations = 500
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constraint.chain_count = chain_count
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def follow_mocap_IK(arm, target_arm):
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bonedict = {
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"right_upper_arm": ("ElbowRight", 1),
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"right_lower_arm": ("WristRight", 2),
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"left_upper_arm": ("ElbowLeft", 1),
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"left_lower_arm": ("WristLeft", 2),
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"right_thigh": ("KneeRight", 1),
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"right_shin": ("AnkleRight", 2),
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"left_thigh": ("KneeLeft", 1),
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"left_shin": ("AnkleLeft", 2),
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# "chest": "ShoulderCenter",
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# "head": "Head"
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}
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def follow_mocap_IK(arm, target_arm, bonedict, child_dict):
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for bone in bonedict.keys():
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inverse_kinematic_constraint(arm, target_arm, bone, bonedict[bone][0], bonedict[bone][1])
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bone_data = bonedict[bone]
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if bone_data.use_IK:
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inverse_kinematic_constraint(arm, target_arm, bone, bonedict[find_child(bone, child_dict)].target_name, bone_data.IK_chain_length)
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def quat_bvh_to_DM(quat):
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# transform x -> -z and z -> -x, except for ankles and root!
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@@ -344,18 +329,17 @@ def generate_frames(arm):
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return json.dumps(outputDict, indent=4)
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DMS_name = 'DMS'
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generate_DM_skeleton()
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constrain_DM_skeleton()
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scale_skeleton()
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generate_humanoid_skeleton(target, skel_name, bonedict, child_dict)
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constrain_DM_skeleton(bonedict)
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# scale_skeleton()
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DMS = bpy.data.objects[DMS_name]
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target_arm = bpy.data.objects['rotation_prob']
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follow_mocap_damped_tracks(DMS, target_arm)
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follow_mocap_IK(DMS, target_arm)
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DMS = bpy.data.objects[skel_name]
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target_arm = bpy.data.objects[target]
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follow_mocap_damped_tracks(DMS, target_arm, bonedict)
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follow_mocap_IK(DMS, target_arm, bonedict, child_dict)
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# Save all quaternions in DeepMimic format, frame per frame!
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generated_text = generate_frames(DMS)
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print(generated_text)
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# print(generated_text)
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with open("C:\\UntrackedGit\\BvhToDM_Blender"+ "\\output.txt", "w") as output:
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output.write(generated_text)
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