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__init__.py
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__init__.py
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# -*- coding: utf-8 -*-
'''
Copyright (C) 2017-2018 Antonio 'GNUton' Aloisio
Copyright (C) 2017-2021 Enzio Probst
Created by Enzio Probst
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
'''
bl_info = {
"name": "Mixamo Converter",
"author": "Enzio Probst",
"version": (1, 2, 3),
"blender": (2, 80, 0),
"location": "3D View > UI (Right Panel) > Mixamo Tab",
"description": ("Script to bake Root motion for Mixamo Animations"),
"warning": "", # used for warning icon and text in addons panel
"wiki_url": "https://github.com/enziop/mixamo_converter/wiki",
"tracker_url": "https://github.com/enziop/mixamo_converter/issues" ,
"category": "Animation"
}
import bpy
try:
from . import mixamoconv
except SystemError:
import mixamoconv
if "bpy" in locals():
from importlib import reload
if "mixamoconv" in locals():
reload(mixamoconv)
class MixamoPropertyGroup(bpy.types.PropertyGroup):
'''Property container for options and paths of mixamo Converter'''
advanced: bpy.props.BoolProperty(
name="Advanced Options",
description="Display advanced options",
default=False)
experimental: bpy.props.BoolProperty(
name="Experimental Options",
description="Experimental Options (use with caution, dirty workarounds)",
default=False)
verbose_mode: bpy.props.BoolProperty(
name="Verbose Mode",
description="Enables verbose output for each step when converting",
default=False)
use_x: bpy.props.BoolProperty(
name="Use X",
description="If enabled, Horizontal motion is transfered to RootBone",
default=True)
use_y: bpy.props.BoolProperty(
name="Use Y",
description="If enabled, Horizontal motion is transfered to RootBone",
default=True)
use_z: bpy.props.BoolProperty(
name="Use Z",
description="If enabled, vertical motion is transfered to RootBone",
default=True)
on_ground: bpy.props.BoolProperty(
name="On Ground",
description="If enabled, root bone is on ground and only moves up at jumps",
default=True)
use_rotation: bpy.props.BoolProperty(
name="Transfer Rotation",
description="Whether to transfer roation to root motion. Should be enabled for curve walking animations. Can be disabled for straight animations with strong hip Motion like Rolling",
default=True)
scale: bpy.props.FloatProperty(
name="Scale",
description="Scale down the Rig by this factor",
default=1.0)
restoffset: bpy.props.FloatVectorProperty(
name="Restpose Offset",
description="Offset restpose by this. Use to correct if origin is not on ground",
default=(0.0, 0.0, 0.0))
knee_offset: bpy.props.FloatVectorProperty(
name="Knee Offset",
description="Offset knee joints by this. Use to fix flipping legs.",
default=(0.0, 0.0, 0.0),
subtype='TRANSLATION')
knee_bones: bpy.props.StringProperty(
name="Knee Bones",
description="Names of knee bones to offset. Seperate names with commas.",
maxlen = 256,
default = "RightUpLeg,LeftUpLeg",
subtype='NONE')
force_overwrite: bpy.props.BoolProperty(
name="Force Overwrite",
description="If enabled, overwrites files if output path is the same as input",
default=False)
inpath: bpy.props.StringProperty(
name="Input Path",
description="Path to mixamorigs",
maxlen = 256,
default = "",
subtype='DIR_PATH')
add_leaf_bones: bpy.props.BoolProperty(
name="Add Leaf Bones",
description="If enabled, adds leaf bones on export when batchconverting",
default=False)
outpath: bpy.props.StringProperty(
name="Output Path",
description="Where Processed rigs should be saved to",
maxlen = 256,
default = "",
subtype='DIR_PATH')
ignore_leaf_bones: bpy.props.BoolProperty(
name="Ignore Leaf Bones",
description="Ignore leaf bones on import",
default=False)
automatic_bone_orientation: bpy.props.BoolProperty(
name="Automatic Bone Orientation",
description="Try to align the major bone axis with the bone children",
default=True)
hipname: bpy.props.StringProperty(
name="Hip Name",
description="Additional Hipname to search for if not MixamoRig",
maxlen = 256,
default = "",
subtype='NONE')
b_remove_namespace: bpy.props.BoolProperty(
name="Remove Namespace",
description="Removes Naespaces from objects and bones",
default=True)
b_unreal_bones: bpy.props.BoolProperty(
name="Use Unreal Engine bone schema",
description="Renames bones to match unreal engine schema",
default=False)
fixbind: bpy.props.BoolProperty(
name="Fix Bind",
description="If enabled, adds a dummy mesh and binds it, to prevent loss of bindpose when exporting fbx",
default=True)
apply_rotation: bpy.props.BoolProperty(
name="Apply Rotation",
description="Applies rotation during conversion to prevent rotation and scaling issues",
default=True)
apply_scale: bpy.props.BoolProperty(
name="Apply Scale",
description="Applies scale during conversion to prevent rotation and scaling issues",
default=False)
quaternion_clean_pre: bpy.props.BoolProperty(
name="Quaternion Clean Pre",
description="Performs quaternion cleanup to before conversion",
default=True)
quaternion_clean_post: bpy.props.BoolProperty(
name="Quaternion Clean Post",
description="Performs quaternion cleanup after conversion",
default=True)
foot_bone_workaround: bpy.props.BoolProperty(
name="Foot Bone Workaround",
description="Attempts to fix twisting of the foot bones",
default=False)
class OBJECT_OT_RemoveNamespace(bpy.types.Operator):
'''Button/Operator for removing namespaces from selection'''
bl_idname = "mixamo.remove_namespace"
bl_label = ""
bl_description = "Removes all namespaces of selection (for single Convert)"
def execute(self, context):
mixamo = context.scene.mixamo
if not bpy.context.object:
self.report({'ERROR_INVALID_INPUT'}, "Error: no object selected.")
return{'CANCELLED'}
for obj in bpy.context.selected_objects:
status = mixamoconv.remove_namespace(obj)
if status == -1:
self.report({'ERROR_INVALID_INPUT'}, 'Invalid Object in selection')
return{'CANCELLED' }
return{'FINISHED'}
class OBJECT_OT_UseBlenderBoneNames(bpy.types.Operator):
'''Button/Operator for renaming bones to match unreal skeleton'''
bl_idname = "mixamo.unreal_bones"
bl_label = ""
bl_description = "Renames bones to match the unreal skeleton (for single Convert)"
def execute(self, context):
mixamo = context.scene.mixamo
if not bpy.context.object:
self.report({'ERROR_INVALID_INPUT'}, "Error: no object selected.")
return{ 'CANCELLED'}
for obj in bpy.context.selected_objects:
status = mixamoconv.rename_bones(obj)
if status == -1:
self.report({'ERROR_INVALID_INPUT'}, 'Invalid Object in selection')
return{ 'CANCELLED'}
return{'FINISHED' }
class OBJECT_OT_ConvertSingle(bpy.types.Operator):
'''Button/Operator for converting single Rig'''
bl_idname = "mixamo.convertsingle"
bl_label = "Convert Single"
bl_description = "Bakes rootmotion for a single, already imported rig."
def execute(self, context):
mixamo = context.scene.mixamo
if bpy.context.object == None:
self.report({'ERROR_INVALID_INPUT'}, "Error: no object selected. Please select the Armature object.")
return{ 'CANCELLED'}
if bpy.context.object.type != 'ARMATURE':
self.report({'ERROR_INVALID_INPUT'}, "Error: %s is not an Armature." % bpy.context.object.name)
return{ 'CANCELLED'}
mixamoconv_iterator = mixamoconv.hip_to_root(
armature = bpy.context.object,
use_x = mixamo.use_x,
use_y = mixamo.use_y,
use_z = mixamo.use_z,
on_ground = mixamo.on_ground,
use_rotation = mixamo.use_rotation,
scale = mixamo.scale,
restoffset = mixamo.restoffset,
hipname = mixamo.hipname,
fixbind = mixamo.fixbind,
apply_rotation = mixamo.apply_rotation,
apply_scale = mixamo.apply_scale,
quaternion_clean_pre=mixamo.quaternion_clean_pre,
quaternion_clean_post=mixamo.quaternion_clean_post,
foot_bone_workaround=mixamo.foot_bone_workaround)
try:
for status in mixamoconv_iterator:
if mixamo.verbose_mode:
self.report({'INFO'}, "Step Done: " + str(status))
else: pass
except Exception as e:
self.report({'ERROR_INVALID_INPUT'}, 'Error: ' + str(e))
return{ 'CANCELLED'}
self.report({'INFO'}, "Rig Converted")
return{ 'FINISHED'}
class OBJECT_OT_ConvertSingleStepwise(bpy.types.Operator):
'''Button/Operator for converting single Rig'''
bl_idname = "mixamo.convertsingle_stepwise"
bl_label = "Convert Single Stepwise"
bl_description = "Bakes rootmotion for a single, already imported rig, executing step by step to review each step done."
def execute(self, context):
mixamo = context.scene.mixamo
try:
if (bpy._mixamoconv_iterator == None):
raise AttributeError
except AttributeError:
if bpy.context.object == None:
self.report({'ERROR_INVALID_INPUT'}, "Error: no object selected. Please select the Armature object.")
return{ 'CANCELLED'}
if bpy.context.object.type != 'ARMATURE':
self.report({'ERROR_INVALID_INPUT'}, "Error: %s is not an Armature." % bpy.context.object.name)
return{ 'CANCELLED'}
bpy._mixamoconv_iterator = mixamoconv.hip_to_root(
armature = bpy.context.object,
use_x = mixamo.use_x,
use_y = mixamo.use_y,
use_z = mixamo.use_z,
on_ground = mixamo.on_ground,
use_rotation = mixamo.use_rotation,
scale = mixamo.scale,
restoffset = mixamo.restoffset,
hipname = mixamo.hipname,
fixbind = mixamo.fixbind,
apply_rotation = mixamo.apply_rotation,
apply_scale = mixamo.apply_scale,
quaternion_clean_pre=mixamo.quaternion_clean_pre,
quaternion_clean_post=mixamo.quaternion_clean_post,
foot_bone_workaround=mixamo.foot_bone_workaround)
self.report({'INFO'}, "New conversion started")
try:
try:
status = bpy._mixamoconv_iterator.__next__()
self.report({'INFO'}, "Step Done: " + str(status))
except StopIteration as stop:
del bpy._mixamoconv_iterator
if stop.value != 1:
self.report({'ERROR'}, 'Error: conversion returned with' + str(stop))
return{ 'CANCELLED'}
except Exception as e:
self.report({'ERROR_INVALID_INPUT'}, 'Error: ' + str(e))
return{ 'CANCELLED'}
return{ 'FINISHED'}
class OBJECT_OT_ApplyRestoffset(bpy.types.Operator):
'''Button/Operator for converting single Rig'''
bl_idname = "mixamo.apply_restoffset"
bl_label = "Apply Restoffset"
bl_description = "Applies Restoffset to restpose and corrects animation"
def execute(self, context):
mixamo = context.scene.mixamo
if bpy.context.object == None:
self.report({'ERROR_INVALID_INPUT'}, "Error: no object selected.")
return{ 'CANCELLED'}
if bpy.context.object.type != 'ARMATURE':
self.report({'ERROR_INVALID_INPUT'}, "Error: %s is not an Armature." % bpy.context.object.name)
return{ 'CANCELLED'}
if bpy.context.object.data.bones[0].name not in ('mixamorig:Hips', 'mixamorig_Hips', 'Hips', mixamo.hipname):
self.report({'ERROR_INVALID_INPUT'},
"Selected object %s is not a Mixamo rig, or at least naming does not match!" % bpy.context.object.name)
return{ 'CANCELLED'}
status = mixamoconv.apply_restoffset(bpy.context.object, bpy.context.object.data.bones[0], mixamo.restoffset)
if status == -1:
self.report({'ERROR_INVALID_INPUT'}, 'apply_restoffset Failed')
return{ 'CANCELLED'}
return{ 'FINISHED'}
class OBJECT_OT_ConvertBatch(bpy.types.Operator):
'''Button/Operator for starting batch conversion'''
bl_idname = "mixamo.convertbatch"
bl_label = "Batch Convert"
bl_description = "Converts all mixamorigs from the [Input Path] and exports them to the [Ouput Path]"
def execute(self, context):
mixamo = context.scene.mixamo
inpath = mixamo.inpath
outpath = mixamo.outpath
if inpath == '':
self.report({'ERROR_INVALID_INPUT'}, "Error: no Input Path set.")
return{ 'CANCELLED'}
if outpath == '':
self.report({'ERROR_INVALID_INPUT'}, "Error: no Output Path set.")
return{ 'CANCELLED'}
if (inpath == outpath) and not mixamo.force_overwrite:
self.report({'ERROR_INVALID_INPUT'},
"Input and Output path are the same, source files would be overwritten.")
return{ 'CANCELLED'}
if (inpath == outpath) & mixamo.force_overwrite:
self.report({'WARNING'}, "Input and Output path are the same, source files will be overwritten.")
numfiles = mixamoconv.batch_hip_to_root(
bpy.path.abspath(inpath),
bpy.path.abspath(outpath),
use_x = mixamo.use_x,
use_y = mixamo.use_y,
use_z = mixamo.use_z,
on_ground = mixamo.on_ground,
use_rotation = mixamo.use_rotation,
scale = mixamo.scale,
restoffset = mixamo.restoffset,
hipname = mixamo.hipname,
fixbind = mixamo.fixbind,
apply_rotation = mixamo.apply_rotation,
apply_scale = mixamo.apply_scale,
b_remove_namespace = mixamo.b_remove_namespace,
b_unreal_bones = mixamo.b_unreal_bones,
add_leaf_bones = mixamo.add_leaf_bones,
knee_offset = mixamo.knee_offset,
ignore_leaf_bones = mixamo.ignore_leaf_bones,
automatic_bone_orientation = mixamo.automatic_bone_orientation,
quaternion_clean_pre=mixamo.quaternion_clean_pre,
quaternion_clean_post=mixamo.quaternion_clean_post,
foot_bone_workaround=mixamo.foot_bone_workaround)
if numfiles == -1:
self.report({'ERROR_INVALID_INPUT'}, 'Error: Not all files could be converted, look in console for more information')
return{ 'CANCELLED'}
self.report({'INFO'}, "%d files converted" % numfiles)
return{ 'FINISHED'}
class MIXAMOCONV_VIEW_3D_PT_mixamoconv(bpy.types.Panel):
"""Creates a Tab in the Toolshelve in 3D_View"""
bl_label = "Mixamo Rootbaker"
bl_idname = "MIXAMOCONV_VIEW_3D_PT_mixamoconv"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Mixamo"
def draw(self, context):
layout = self.layout
scene = bpy.context.scene
box = layout.box()
# Options for how to do the conversion
row = box.row()
row.prop(scene.mixamo, "use_z", toggle =True)
if scene.mixamo.use_z:
row.prop(scene.mixamo, "on_ground", toggle =True)
row = box.row()
row.prop(scene.mixamo, "use_rotation", toggle = True)
# Button for conversion of single Selected rig
row = box.row()
row.scale_y = 2.0
row.operator("mixamo.convertsingle")
box = layout.box()
row = box.row()
row.prop(scene.mixamo, "advanced", toggle=True)
# row.prop(scene.mixamo, "mode")
if scene.mixamo.advanced:
split = box.split()
col = split.column(align =True)
col.prop(scene.mixamo, "use_x", toggle =True)
col.prop(scene.mixamo, "use_y", toggle =True)
col.prop(scene.mixamo, "use_z", toggle =True)
box.label(text="Bone names:")
box.prop(scene.mixamo, "hipname")
row = box.row()
row.prop(scene.mixamo, 'b_remove_namespace', text="Remove Namespaces")
row.operator("mixamo.remove_namespace", icon='PLAY')
row.enabled = not scene.mixamo.b_unreal_bones
row = box.row()
row.prop(scene.mixamo, 'b_unreal_bones', text="Use Unreal Engine bone names")
row.operator("mixamo.unreal_bones", icon='PLAY')
row.enabled = not scene.mixamo.b_remove_namespace
box.label(text="Fixes:")
row = box.row()
row.prop(scene.mixamo, "fixbind")
row.prop(scene.mixamo, "apply_rotation")
# row = box.row()
# row.prop(scene.mixamo, "quaternion_clean_pre")
# row.prop(scene.mixamo, "quaternion_clean_post")
row = box.row()
row.prop(scene.mixamo, "apply_scale")
if scene.mixamo.apply_scale:
row.prop(scene.mixamo, "scale")
row = box.row()
row.prop(scene.mixamo, "experimental", toggle=True, icon='ERROR')
if scene.mixamo.experimental:
row = box.row()
row.operator("mixamo.convertsingle_stepwise")
split = box.split()
col = split.column()
col.prop(scene.mixamo, "restoffset")
col.operator("mixamo.apply_restoffset")
col = split.column()
col.prop(scene.mixamo, "knee_offset")
row = col.row()
row.prop(scene.mixamo, "knee_bones")
row.enabled = not scene.mixamo.b_remove_namespace and not scene.mixamo.b_unreal_bones
row = box.row()
row.prop(scene.mixamo, "foot_bone_workaround")
# input and output paths for batch conversion
box = layout.box()
box.label(text="Batch")
#split = box.split()
#col = split.column()
row = box.row()
row.prop(scene.mixamo, "inpath")
if scene.mixamo.advanced:
row = box.row()
row.prop(scene.mixamo, "ignore_leaf_bones")
row.prop(scene.mixamo, "automatic_bone_orientation")
row = box.row()
row.prop(scene.mixamo, "outpath")
if scene.mixamo.advanced:
# col = split.column()
# col.prop(scene.mixamo, "ignore_leaf_bones")
row = box.row()
row.prop(scene.mixamo, "add_leaf_bones")
row.prop(scene.mixamo, "force_overwrite")
# button to start batch conversion
row = box.row()
row.scale_y = 2.0
row.operator("mixamo.convertbatch")
status_row = box.row()
classes = (
OBJECT_OT_RemoveNamespace,
OBJECT_OT_UseBlenderBoneNames,
OBJECT_OT_ConvertSingle,
OBJECT_OT_ConvertSingleStepwise,
OBJECT_OT_ApplyRestoffset,
OBJECT_OT_ConvertBatch,
MIXAMOCONV_VIEW_3D_PT_mixamoconv,
)
#register, unregister = bpy.utils.register_classes_factory(classes)
def register():
bpy.utils.register_class(MixamoPropertyGroup)
bpy.types.Scene.mixamo = bpy.props.PointerProperty(type=MixamoPropertyGroup)
for cls in classes:
bpy.utils.register_class(cls)
#bpy.utils.register_module(__name__)
'''
bpy.utils.register_class(OBJECT_OT_ConvertSingle)
bpy.utils.register_class(OBJECT_OT_ConvertBatch)
bpy.utils.register_class(MixamoconvPanel)
'''
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
bpy.utils.unregister_class(MixamoPropertyGroup)
#bpy.utils.unregister_module(__name__)
'''
bpy.utils.unregister_class(MixamoPropertyGroup)
bpy.utils.unregister_class(OBJECT_OT_ConvertSingle)
bpy.utils.register_class(OBJECT_OT_ConvertBatch)
bpy.utils.unregister_class(MixamoconvPanel)
'''
if __name__ == "__main__":
register()