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ZomboidExportAnimation.py
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# Author: Jab (or 40BlocksUnder) | Joshua Edwards
# Link for more info: http://theindiestone.com/forums/index.php/topic/12864-blender
# Exports models to Zomboid format.
import io, math, bmesh, bpy
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty, FloatProperty
from bpy.types import Operator
from mathutils import Vector, Euler, Quaternion, Matrix
class ZomboidExportAnimation(Operator, ExportHelper):
bl_idname = "zomboid.export_animation"
bl_label = "Export a Zomboid Animation"
filename_ext = ".pza"
filter_glob = StringProperty(
default="*.pza",
options={'HIDDEN'},
)
animation_time = FloatProperty(
name="Animation Speed",
description="How fast the animation runs in-game.",
default=1.0,
)
# REVERSE THESE STEPS:
# 1) Turn the translation and rotation into a Frame Matrix
# 2) Create a World Matrix by multiplying the Parent World Matrix with the Frame Matrix
# 3) Create the Product Matrix by multiplying the World Matrix with the Bone Matrix
def prepare(self):
bpy.ops.object.mode_set(mode = 'POSE')
# Grab the start, end, and range for the frames in the action.
self.frame_first = get_first_frame(self.action)
self.frame_last = get_last_frame(self.action)
self.frame_count = get_frame_count(self.action)
# Create Animation object.
self.animation = Animation(self.action.name)
for index in range(self.frame_first, self.frame_last):
# Sets the world to this frame.
set_frame(index)
# Create Frame Object
frame = Frame(index)
for b in self.object.pose.bones:
bone = Bone(b.name, self.object[b.name])
bip_offset = b.bone.matrix_local.copy()
bip_offset_inv = bip_offset.copy().inverted()
# print('Offset Matrix: ')
# print(to_lwjgl_matrix(bip_offset_inv))
bip_basis = b.matrix_basis
t1 = bip_basis * bip_offset_inv
loc1 = (bip_offset).decompose()[0]
loc2 = (bip_basis.copy()).decompose()[0]
loc = Vector((loc1[0] - loc2[2], loc1[1] + loc2[1], loc1[2] - loc2[0]))
rot = t1.decompose()[1]
bone.loc = loc
bone.rot = rot
frame.bones.append(bone)
frame.organize_bones()
# Add the Frame to the Animation
self.animation.frames.append(frame)
def write(self):
with io.open(self.filepath, 'w') as file:
write_line(file, '#Animation Name')
write_line(file, self.action.name)
write_line(file, '#Animation Time')
write_line(file, efloat(self.animation_time * (self.frame_count / 30)))
write_line(file, '#Animation Frame Count')
write_line(file, str(self.frame_count))
write_line(file, '# Start of Frame Data')
# Frame Data
for frame in self.animation.frames:
for bone in frame.bones:
write_line(file, str(bone.id))
write_line(file, bone.name)
# NOTE: 3DS at the time of exporting the
# vanilla models is 30 frames per second.
write_line(file, efloat((((frame.id - self.frame_first)) / 30) * self.animation_time))
write_vec3(file, bone.loc)
write_quat(file, bone.rot)
def execute(self, context):
try:
bpy.ops.object.mode_set(mode = 'OBJECT')
except:
ok = None
armature = self.object = bpy.context.active_object
# Checks to see if selection is avaliable AND a Mesh.
if armature == None:
print("No armature selected.")
return {'FINISHED'}
if armature.type != 'ARMATURE':
print("Object selected is not a armature: " + str(armature.type))
return {'FINISHED'}
self.armature = armature
self.object = bpy.data.objects[armature.name]
self.action = self.object.animation_data.action
self.prepare()
self.write()
return {'FINISHED'}
def __init__(self):
# Object for the Armature
self.object = None
# Armature to export.
self.armature = None
# Action with animation
self.action = None
# Animation Object
self.animation = None
class Animation:
def __init__(self, name):
self.name = name
self.frames = [ ]
class Frame:
def __init__(self, id):
self.id = id
self.bones = [ ]
def organize_bones(self):
# Lowest ID number
low = 65535
# Highest ID number
high = 0
for bone in self.bones:
id = bone.id
if id < low:
low = id
if id > high:
high = id
new_bones = [ ]
for index in range(low, high):
for bone in self.bones:
if bone.id is index:
new_bones.append(bone)
break
self.bones = new_bones
class Bone:
def __init__(self, name, id):
self.name = name
self.rot = None
self.loc = None
self.scale = None
self.id = id
def menu_func_export(self, context):
self.layout.operator(ZomboidExportAnimation.bl_idname, text="Text Export Operator")
def register():
bpy.utils.register_class(ZomboidExportAnimation)
bpy.types.INFO_MT_file_export.append(menu_func_export)
def unregister():
bpy.utils.unregister_class(ZomboidExportAnimation)
bpy.types.INFO_MT_file_export.remove(menu_func_export)
if __name__ == "__main__":
register()
bpy.ops.zomboid.export_animation('INVOKE_DEFAULT')
def get_last_frame(action):
return int(round(action.frame_range[1]))
def get_first_frame(action):
return int(round(action.frame_range[0]))
def get_frame_count(action):
return get_last_frame(action) - get_first_frame(action) + 1
def set_frame(frame):
bpy.context.scene.frame_current = int(round(frame))
def efloat(float):
return "%0.8f" % float
class Matrix4f():
def __init__(self):
self.m00 = 1.0
self.m01 = 0.0
self.m02 = 0.0
self.m03 = 0.0
self.m10 = 0.0
self.m11 = 1.0
self.m12 = 0.0
self.m13 = 0.0
self.m20 = 0.0
self.m21 = 0.0
self.m22 = 1.0
self.m23 = 0.0
self.m30 = 0.0
self.m31 = 0.0
self.m32 = 0.0
self.m33 = 1.0
def __str__(self):
return 'M`atrix4f' + '\n[' + efloat(self.m00) + ', ' + efloat(self.m01) + ', ' + efloat(self.m02) + ', ' + efloat(self.m03) + '],\n[' + efloat(self.m10) + ', ' + efloat(self.m11) + ', ' + efloat(self.m12) + ', ' + efloat(self.m13) + '],\n[' + efloat(self.m20) + ', ' + efloat(self.m21) + ', ' + efloat(self.m22) + ', ' + efloat(self.m23) + '],\n[' + efloat(self.m30) + ', ' + efloat(self.m31) + ', ' + efloat(self.m32) + ', ' + efloat(self.m33) + ']'
def set_identity(self):
self.m00 = 1.0
self.m01 = 0.0
self.m02 = 0.0
self.m03 = 0.0
self.m10 = 0.0
self.m11 = 1.0
self.m12 = 0.0
self.m13 = 0.0
self.m20 = 0.0
self.m21 = 0.0
self.m22 = 1.0
self.m23 = 0.0
self.m30 = 0.0
self.m31 = 0.0
self.m32 = 0.0
self.m33 = 1.0
def copy(self):
nm = Matrix4f()
nm.m00 = self.m00
nm.m01 = self.m01
nm.m02 = self.m02
nm.m03 = self.m03
nm.m10 = self.m10
nm.m11 = self.m11
nm.m12 = self.m12
nm.m13 = self.m13
nm.m20 = self.m20
nm.m21 = self.m21
nm.m22 = self.m22
nm.m23 = self.m23
nm.m30 = self.m30
nm.m31 = self.m31
nm.m32 = self.m32
nm.m33 = self.m33
return nm
def to_blender_matrix(self):
m = Matrix(
([self.m00, self.m10, self.m20, self.m30],
[self.m01, self.m11, self.m21, self.m31],
[self.m02, self.m12, self.m22, self.m32],
[self.m03, self.m13, self.m23, self.m33]))
return m.transposed()
def to_lwjgl_matrix(self, blender_matrix):
m = Matrix4f()
b = blender_matrix.copy().transposed()
m.m00 = b[0][0]
m.m01 = b[1][0]
m.m02 = b[2][0]
m.m03 = b[3][0]
m.m10 = b[0][1]
m.m11 = b[1][1]
m.m12 = b[2][1]
m.m13 = b[3][1]
m.m20 = b[0][2]
m.m21 = b[1][2]
m.m22 = b[2][2]
m.m23 = b[3][2]
m.m30 = b[0][3]
m.m31 = b[1][3]
m.m32 = b[2][3]
m.m33 = b[3][3]
return m
def translate(vec, src, dest):
if dest == None:
dest = Matrix4f()
dest.m30 += src.m00 * vec.x + src.m10 * vec.y + src.m20 * vec.z
dest.m31 += src.m01 * vec.x + src.m11 * vec.y + src.m21 * vec.z
dest.m32 += src.m02 * vec.x + src.m12 * vec.y + src.m22 * vec.z
dest.m33 += src.m03 * vec.x + src.m13 * vec.y + src.m23 * vec.z
return dest
def mul(left,right,dest):
if dest == None:
dest = Matrix4f()
m00 = left.m00 * right.m00 + left.m10 * right.m01 + left.m20 * right.m02 + left.m30 * right.m03
m01 = left.m01 * right.m00 + left.m11 * right.m01 + left.m21 * right.m02 + left.m31 * right.m03
m02 = left.m02 * right.m00 + left.m12 * right.m01 + left.m22 * right.m02 + left.m32 * right.m03
m03 = left.m03 * right.m00 + left.m13 * right.m01 + left.m23 * right.m02 + left.m33 * right.m03
m10 = left.m00 * right.m10 + left.m10 * right.m11 + left.m20 * right.m12 + left.m30 * right.m13
m11 = left.m01 * right.m10 + left.m11 * right.m11 + left.m21 * right.m12 + left.m31 * right.m13
m12 = left.m02 * right.m10 + left.m12 * right.m11 + left.m22 * right.m12 + left.m32 * right.m13
m13 = left.m03 * right.m10 + left.m13 * right.m11 + left.m23 * right.m12 + left.m33 * right.m13
m20 = left.m00 * right.m20 + left.m10 * right.m21 + left.m20 * right.m22 + left.m30 * right.m23
m21 = left.m01 * right.m20 + left.m11 * right.m21 + left.m21 * right.m22 + left.m31 * right.m23
m22 = left.m02 * right.m20 + left.m12 * right.m21 + left.m22 * right.m22 + left.m32 * right.m23
m23 = left.m03 * right.m20 + left.m13 * right.m21 + left.m23 * right.m22 + left.m33 * right.m23
m30 = left.m00 * right.m30 + left.m10 * right.m31 + left.m20 * right.m32 + left.m30 * right.m33
m31 = left.m01 * right.m30 + left.m11 * right.m31 + left.m21 * right.m32 + left.m31 * right.m33
m32 = left.m02 * right.m30 + left.m12 * right.m31 + left.m22 * right.m32 + left.m32 * right.m33
m33 = left.m03 * right.m30 + left.m13 * right.m31 + left.m23 * right.m32 + left.m33 * right.m33
dest.m00 = m00
dest.m01 = m01
dest.m02 = m02
dest.m03 = m03
dest.m10 = m10
dest.m11 = m11
dest.m12 = m12
dest.m13 = m13
dest.m20 = m20
dest.m21 = m21
dest.m22 = m22
dest.m23 = m23
dest.m30 = m30
dest.m31 = m31
dest.m32 = m32
dest.m33 = m33
return dest
def transpose(src, dest):
if dest == None:
dest = Matrix4f()
m00 = src.m00
m01 = src.m10
m02 = src.m20
m03 = src.m30
m10 = src.m01
m11 = src.m11
m12 = src.m21
m13 = src.m31
m20 = src.m02
m21 = src.m12
m22 = src.m22
m23 = src.m32
m30 = src.m03
m31 = src.m13
m32 = src.m23
m33 = src.m33
dest.m00 = m00
dest.m01 = m01
dest.m02 = m02
dest.m03 = m03
dest.m10 = m10
dest.m11 = m11
dest.m12 = m12
dest.m13 = m13
dest.m20 = m20
dest.m21 = m21
dest.m22 = m22
dest.m23 = m23
dest.m30 = m30
dest.m31 = m31
dest.m32 = m32
dest.m33 = m33
return dest
#####################################################################################
### ###
### File I/O methods ###
### ###
#####################################################################################
# Writes a line to the file.
def write_line(file, line, new_line=True):
# Converts any arbitrary primitives into a String just in-case.
finished_line = str(line)
# If new_line is true, add a newline marker at the end.
if new_line:
finished_line = finished_line + "\n"
# Write the line to a file.
file.write(finished_line)
def write(file, line):
write_line(file, line, new_line=False)
# Writes a comment to the file.
def write_comment(file, comment):
final_comment = "# " + str(comment)
write_line(file, final_comment)
def write_vec3(file, vector):
string = efloat(round((vector[0]), 8)) + ", " + efloat(round((vector[1]), 8)) + ", " + efloat(round((vector[2]), 8))
write_line(file, string)
def write_quat(file, q):
string = efloat(round((q.x), 8)) + ", " + efloat(round((q.y), 8)) + ", " + efloat(round((q.z), 8)) + ", " + efloat(round((q.w), 8))
write_line(file, string)
def write_array(file, array):
string = ""
for element in array:
string += str(element) + ", "
write_line(file, string[:-2])
def write_face(file, face):
string = ""
for index in face.vert_ids:
string += str(index) + ", "
write_line(file, string[:-2])
#####################################################################################
### ###
### Helper Methods ###
### ###
#####################################################################################
class prettyfloat(float):
def __repr__(self):
return "%0.2f" % self
def get_bone_id_table(armature):
arm = armature.data
bone_names = [bone.name for bone in arm.bones]
bone_ids = dict()
for bone_name in bone_names:
try:
bone_ids[bone_name] = int(armature[bone_name])
print(bone_ids[bone_name])
except:
continue
return bone_ids
matrix_3_transform_z_positive = Matrix((( 1, 0, 0 ) ,( 0, 0,-1 ) ,( 0, 1, 0 ) ))
matrix_4_transform_z_positive = Matrix((( 1, 0, 0, 0 ),( 0, 0,-1, 0 ),( 0, 1, 0, 0 ),( 0, 0, 0, 1 )))