Введение в написание скриптов на Питоне для Блендера 2.5x. Примеры кода
Шрифт:
if mode != oldmode:
indices = []
node.channels.append((mode, indices))
oldmode = mode
indices.append((index, sign))
elif key == '{':
level += 1
elif key == '}':
level -= 1
node = node.parent
else:
raise NameError("Did not expect %s" % words[0])
elif status == Motion:
if key == 'FRAMES:':
nFrames = int(words[1])
elif key == 'FRAME' and words[1].upper == 'TIME:':
frameTime = float(words[2])
frameTime = 1
status = Frames
frame = 0
t = 0
bpy.ops.object.mode_set(mode='POSE')
pbones = rig.pose.bones
for pb in pbones:
pb.rotation_mode = 'QUATERNION'
elif status == Frames:
addFrame(words, frame, nodes, pbones, scale)
t += frameTime
frame += 1
fp.close
time2 = time.clock
print("Bvh file loaded in %.3f s" % (time2-time1))
return rig
#
# channelYup(word):
# channelZup(word):
#
def channelYup(word):
if word == 'Xrotation':
return ('X', Rotation, +1)
elif word == 'Yrotation':
return ('Y', Rotation, +1)
elif word == 'Zrotation':
return ('Z', Rotation, +1)
elif word == 'Xposition':
return (0, Location, +1)
elif word == 'Yposition':
return (1, Location, +1)
elif word == 'Zposition':
return (2, Location, +1)
def channelZup(word):
if word == 'Xrotation':
return ('X', Rotation, +1)
elif word == 'Yrotation':
return ('Z', Rotation, +1)
elif word == 'Zrotation':
return ('Y', Rotation, -1)
elif word == 'Xposition':
return (0, Location, +1)
elif word == 'Yposition':
return (2, Location, +1)
elif word == 'Zposition':
return (1, Location, -1)
#
# addFrame(words, frame, nodes, pbones, scale):
#
def addFrame(words, frame, nodes, pbones, scale):
m = 0
for node in nodes:
name = node.name
try:
pb = pbones[name]
except:
pb = None
if pb:
for (mode, indices) in node.channels:
if mode == Location:
vec = Vector((0,0,0))
for (index, sign) in indices:
vec[index] = sign*float(words[m])
m += 1
pb.location = (scale * vec - node.head) * node.inverse
for n in range(3):
pb.keyframe_insert('location', index=n, frame=frame, group=name)
elif mode == Rotation:
mats = []
for (axis, sign) in indices:
angle = sign*float(words[m])*Deg2Rad
mats.append(Matrix.Rotation(angle, 3, axis))
m += 1
mat = node.inverse * mats[0] * mats[1] * mats[2] * node.matrix
pb.rotation_quaternion = mat.to_quaternion
for n in range(4):
pb.keyframe_insert('rotation_quaternion',
index=n, frame=frame, group=name)
return
#
# initSceneProperties(scn):
#
def initSceneProperties(scn):
bpy.types.Scene.MyBvhRot90 = bpy.props.BoolProperty(
name="Rotate 90 degrees",
description="Rotate the armature to make Z point up")
scn['MyBvhRot90'] = True
bpy.types.Scene.MyBvhScale = bpy.props.FloatProperty(
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