''' Create actual bones from temporary bones that the B3D importer creates. Requires: Blender (>=2.8) Assumes: - x y and z scale, if not 1.0, must be all the same on the empties for this to work. Usage: - Paste this script into a new text file in a text editor panel (If you don't know how to get there, see the HowTo file in the utilities/blender directory at github.com/poikilos/EnlivenMinetest). - Select an empty that has a mesh for a parent like a model imported from a B3D, or an empty that has no parent. - "Text", "Run Script". ''' import bpy from mathutils import Vector, Quaternion context = bpy.context print("") print("[ EnlivenMinetest/utilities/blender/hierarchy_of_empties_to_bones.py ] started") def mat3_to_vec_roll(mat): ''' Convert a mat3 to a tuple containing a vec and roll. Hendrix says that he re-ported the C code of blender to do this after Emd4600 ported it but for this function, he says, "this hasn't changed." -[HENDRIX](https://blender.stackexchange.com/users/45904/hendrix). . Sep 14, 2017. Blender is [GPLv2](https://developer.blender.org/diffusion/B/browse/master/doc/license/GPL-license.txt) --does that matter here? ''' vec = mat.col[1] vecmat = vec_roll_to_mat3(mat.col[1], 0) vecmatinv = vecmat.inverted() rollmat = vecmatinv * mat roll = math.atan2(rollmat[0][2], rollmat[2][2]) return vec, roll def vec_roll_to_mat3(vec, roll): ''' #port of the updated C function from armature.c #https://developer.blender.org/T39470 #note that C accesses columns first, so all matrix indices are swapped compared to the C version -HENDRIX1 HENDRIX1 says that he re-ported the C code of blender to do this after Emd4600 ported it -[HENDRIX](https://blender.stackexchange.com/users/45904/hendrix). . Sep 14, 2017. Blender is [GPLv2](https://developer.blender.org/diffusion/B/browse/master/doc/license/GPL-license.txt) --does that matter here? ''' nor = vec.normalized() THETA_THRESHOLD_NEGY = 1.0e-9 THETA_THRESHOLD_NEGY_CLOSE = 1.0e-5 #create a 3x3 matrix bMatrix = mathutils.Matrix().to_3x3() theta = 1.0 + nor[1]; if (theta > THETA_THRESHOLD_NEGY_CLOSE) or ((nor[0] or nor[2]) and theta > THETA_THRESHOLD_NEGY): bMatrix[1][0] = -nor[0]; bMatrix[0][1] = nor[0]; bMatrix[1][1] = nor[1]; bMatrix[2][1] = nor[2]; bMatrix[1][2] = -nor[2]; if theta > THETA_THRESHOLD_NEGY_CLOSE: #If nor is far enough from -Y, apply the general case. bMatrix[0][0] = 1 - nor[0] * nor[0] / theta; bMatrix[2][2] = 1 - nor[2] * nor[2] / theta; bMatrix[0][2] = bMatrix[2][0] = -nor[0] * nor[2] / theta; else: #If nor is too close to -Y, apply the special case. theta = nor[0] * nor[0] + nor[2] * nor[2]; bMatrix[0][0] = (nor[0] + nor[2]) * (nor[0] - nor[2]) / -theta; bMatrix[2][2] = -bMatrix[0][0]; bMatrix[0][2] = bMatrix[2][0] = 2.0 * nor[0] * nor[2] / theta; else: #If nor is -Y, simple symmetry by Z axis. bMatrix = mathutils.Matrix().to_3x3() bMatrix[0][0] = bMatrix[1][1] = -1.0; #Make Roll matrix rMatrix = mathutils.Matrix.Rotation(roll, 3, nor) #Combine and output result mat = rMatrix * bMatrix return mat def getFirstChild(parentName): for obj in bpy.data.objects: if obj.parent is None: continue if obj.parent.name == parentName: return obj return None def getRealRotation_broken(cumulative_rotation, empty): if cumulative_rotation is None: cumulative_rotation = Quaternion((1, 0, 0, 0)) # ^ default (no rotation) in Blender is (w, x, y, z) = (0, 0, 0, 1). if (empty.parent is None) or (empty.parent.type != 'EMPTY'): return cumulative_rotation return getRealRotation(cumulative_rotation, empty.rotation_quaternion) @ empty.parent.rotation_quaternion def getRealRotation(empty): ''' This function exists to test ensuring correct order of operation because HENDRIX1 replied to Cirno's cited post on blenderartists saying: mat_armature = mat_local * parent_mat_local_0 * parent_mat_local_1 * … * parent_mat_local_n The parent mats are the direct parent first, more removed parents in the end. current_bone.transform(transform_quat.to_matrix()) - HENDRIX1 . ''' ancestor = empty.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) ancestor = empty.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) ancestor = empty.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent.parent.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.parent.parent.rotation_quaternion) ancestor = empty.parent.parent.parent.parent.parent.parent.parent.parent.parent.parent if (ancestor is None) or (ancestor != 'EMPTY'): return Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.parent.parent.rotation_quaternion) @ Quaternion(empty.parent.parent.parent.parent.parent.parent.parent.parent.parent.rotation_quaternion) raise NotImplementedError("Fake recursion isn't implemented for hierarchies this deep.") def makeSameChildren(empty, armature, parent_bone, parent_empty, cumulative_rotation, cumulative_scale, depth=0): ''' Make a new bone for the given empty, then do the same recursively for each of the empty's children. This is based on Cirno's hard-coded armature creation code at ''' name = empty.name extI = empty.name.rfind(".") ext = None if extI > -1: name = empty.name[:extI] ext = empty.name[extI+1:] print(depth*" "+"- "+name) # ext != "Empty": # print("Error: the must end with .Empty so the bone naming scheme won't interfere with the object naming scheme.") # return wm = empty.matrix_world current_bone = armature.edit_bones.new(name) length = empty.empty_display_size # Get rotation difference of 2 points (2 "vectors"): # # - # - # - several operations are used in succession in the first code block but some may be only for generating test data scale = None transform_quat = None if parent_bone is not None: ''' It has a parent, so the **cumulative** transform of the empty is necessary here to set the length correctly according to scale, and to set rotation correctly. TODO: There is no answer at - "EDIT: Posebone.matrix is in bonespace. Posebone.matrix rotation rotates armature up vector into bone vector." -Terry on https://blenderartists.org/t/how-to-global-pose-transforms-to-hierarchial-armature/548022/4 ''' # parent_bone.tail = empty.location # Not always: there is often an offset # print("dir parent_bone: {}".format(dir(parent_bone))) # print("dir parent_bone: {}".format(dir(parent_bone))) parent_bone_tail = parent_bone.tail parent_bone_quat_armature_space = Quaternion(parent_empty.rotation_quaternion) print(depth*" "+" - parent_empty.name:{}".format(parent_empty.name)) print(depth*" "+" - parent_bone.name:{}".format(parent_bone.name)) # create bone at armature origin and set its length scale = cumulative_scale * empty.scale.z current_bone.head = [0, 0, 0] current_bone.tail = [0, 0, length * scale] # rotate bone # print(depth*" "+" - empty.rotation_quaternion:{}".format(Quaternion(empty.rotation_quaternion))) # print(depth*" "+" - parent_empty.rotation_quaternion:{}".format(Quaternion(parent_empty.rotation_quaternion))) # ^ empty.rotation_quaternion is verified to be relative to parent # ^ parent and child rotation being the same is ok even if they look different because rotation_quaternion is relative. # parent_bone_quat_armature_space = Quaternion(parent_bone.rotation) # ^ bone only has: matrix, roll, transform and properties that are not transform-related. # The head and tail locations determine the visual appearance of having direction. current_bone_quat_parent_space = Quaternion(empty.rotation_quaternion) # ^ rotation_quaternion is confirmed to be relative. # Like matrices, quaternions can be multiplied to accumulate rotational values. # Multiply parent rotation by the parent space rotation of the child: # transform_quat = parent_bone_quat_armature_space @ current_bone_quat_parent_space # transform_quat = current_bone_quat_parent_space @ cumulative_rotation # transform_quat = Quaternion(empty.rotation_quaternion) @ Quaternion(empty.parent.rotation_quaternion) transform_quat = getRealRotation(empty) current_bone.transform(transform_quat.to_matrix()) # set position # new_relative_loc = Quaternion(empty.location) # ^ The empty.location is relative to the parent_empty's head # but must be made relative the parent_bone's tail. old_to_new = Vector(parent_bone.tail) - Vector(parent_empty.location) new_relative_loc = Vector(empty.location) - old_to_new # uhoh_if_nonzero = Vector(parent_bone.head) - Vector(parent_empty.location) # print(depth*" "+" - uhoh_if_nonzero:{}".format(uhoh_if_nonzero)) # ^ It is nonzero :( print(depth*" "+" - empty.location:{}".format(empty.location)) print(depth*" "+" - parent_bone.tail:{}".format(parent_bone.tail)) print(depth*" "+" - old_to_new:{}".format(old_to_new)) print(depth*" "+" - new_relative_loc:{}".format(new_relative_loc)) # print(depth*" "+" - current_bone_offset:{}".format(current_bone_offset)) current_bone.translate(Vector(new_relative_loc)) # connect current_bone.parent = parent_bone # current_bone.use_connect = True ''' ^ Bones are often not fully connected even though parented in block-style models. - current_bone.use_connect = True forces the base of the bone to the location of the tail of the parent, which will make often make the placement inaccurate. ''' else: # first bone in chain scale = cumulative_scale * empty.scale.z transform_quat = empty.rotation_quaternion current_bone.head = [0, 0, 0] current_bone.tail = [0, 0, length * scale] # rotate bone quat_armature_space = empty.rotation_quaternion # current_bone.rotation_quaternion = empty.rotation_quaternion # ^ AttributeError: 'EditBone' object has no attribute 'rotation_quaternion' current_bone.transform(quat_armature_space.to_matrix()) # set position current_bone.translate(Vector(empty.location)) ''' try: current_bone.translate(Vector(wm @ empty.location)) except TypeError: current_bone.translate(Vector(wm * empty.location)) # ^ Blender < 2.8 matrix multiplication is * ''' # parent_bone = current_bone # parent_bone_tail = current_bone.tail # parent_bone_quat_armature_space = quat_armature_space if empty.children is not None: for child in empty.children: if child.type != 'EMPTY': continue makeSameChildren(child, armature, current_bone, empty, transform_quat, scale, depth=depth+1) def makeSameChildrenFromRootEmpty(obj): # for obj in bpy.data.objects: if obj.type != 'EMPTY': print("non-Empty {} type: {} isn't compatible with this script".format(obj.name, obj.type)) return if (obj.parent is not None) and (obj.parent.type != 'MESH'): print("WARNING: An object with a parent that isn't a mesh: {} type {} may not be compatible with this script".format(obj.name, obj.type)) # return # Create a new armature if the empty has no parent. print("{} parent: {}".format(obj.name, obj.parent)) # print("dir: {}".format(dir(obj))) print("location: {}".format(obj.location)) print("rotation_quaternion: {}".format(obj.rotation_quaternion)) print("scale: {}".format(obj.scale)) # See : armature = bpy.data.armatures.new("Armature") armature.display_type = 'STICK' rig = bpy.data.objects.new("Armature", armature) context.scene.collection.objects.link(rig) context.view_layer.objects.active = rig bpy.ops.object.editmode_toggle() print("hierarchy:") makeSameChildren(obj, armature, None, None, None, 1.0) bpy.ops.object.editmode_toggle() # bpy.context.active_object = rig obj.select_set(state=False) rig.select_set(state=True) context.view_layer.objects.active = rig # else: # print("{} parent: {}".format(obj.name, obj.parent)) makeSameChildrenFromRootEmpty(context.view_layer.objects.active)