util.py
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# -*- coding: UTF-8 -*-
import bpy
import math
from bmesh_collision import bmesh_check_intersect_objects
armature = bpy.context.scene.objects.get('Armature.001')
# Vetor com indices de cada bone do lado direito
rightBonesConf = [1, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63, 64, 65, 66]
# Vetor com indices de cada bone do lado esquerdo
leftBonesConf = [0, 43, 44, 45, 46, 67, 68, 69, 70, 71, 72, 73, 74, 75, 76, 77, 78, 79, 80, 81, 82]
# Vetor com indices de cada bone da face
faceBonesConf = [15, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 47]
# Vetor com indices de todos os bones
allBones = list(range(len(armature.pose.bones)))
# define a posição dos keyframes
hands_default_frames = [15]
# define a posição dos keyframes
hands_frames_retilineo = [30, 33]
# Movimento coçar - Índices de poses
cocar_mao_aberta_index = 56
cocar_mao_fechada_index = 24
cocar_orientation_index = 20
# Action expressão facial
facial_expression_id ='07_facial'
facial_expression_action = [facial_expression_id]
# Actions mão direita
conf_direita_id = '01_conf_direita'
pa_direita_id = '03_pa_direita'
orient_direita_id = '05_orient_direita'
right_hand_actions = [conf_direita_id, pa_direita_id, orient_direita_id]
# Actions mão esquerda
conf_esquerda_id = '02_conf_esquerda'
pa_esquerda_id = '04_pa_esquerda'
orient_esquerda_id = '06_orient_esquerda'
left_hand_actions = [conf_esquerda_id, pa_esquerda_id, orient_esquerda_id]
last_keyframe_dict = {}
# Função responsável por selecionar as pose-libs e setar os frames
def setPose(actions, parametesConf, positionFrames, bones, collisionFlag = True):
bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.ops.object.select_all(action="DESELECT")
bpy.ops.object.mode_set(mode = 'POSE')
for x in range(len(positionFrames)):
for l in range(len(actions)):
action = actions[l]
armature.pose_library = bpy.data.actions[action]
bpy.ops.poselib.apply_pose(pose_index = parametesConf[l])
for i in range(0, (len(bones))):
bone = armature.pose.bones[bones[i]]
validHandConf = action in [conf_direita_id, conf_esquerda_id] and "BnDedo" in bone.name
validPA = action in [pa_direita_id, pa_esquerda_id] and "ik_FK" in bone.name or "BnPolyV" in bone.name
validO = action in [orient_direita_id, orient_esquerda_id] and "BnMao" in bone.name
if (validHandConf or validPA or validO):
keyframe_insert(bone, 'location', positionFrames[x], collisionFlag and validPA, validO)
keyframe_insert(bone, 'rotation_quaternion', positionFrames[x], collisionFlag and validPA, validO)
def keyframe_insert(bone, path, positionFrame, collisionFlag = True, rotationFlag = False):
bone.keyframe_insert(data_path = path, index = -1, frame = positionFrame)
keyframe_id = bone.name + "_" + path
last_keyframe = last_keyframe_dict[keyframe_id] if keyframe_id in last_keyframe_dict else 0
last_keyframe_dict[keyframe_id] = positionFrame
if (rotationFlag and path == "rotation_quaternion"):
checkRotation(bone, positionFrame, last_keyframe)
if (collisionFlag):
checkCollision(bone, path, positionFrame, last_keyframe)
def resetIKPosition(isRightHand):
armature.pose_library = bpy.data.actions[pa_direita_id if isRightHand else pa_esquerda_id]
bpy.ops.poselib.apply_pose(pose_index = 0)
def resetBnMaoPosition(isRightHand):
armature.pose_library = bpy.data.actions[orient_direita_id if isRightHand else orient_esquerda_id]
bpy.ops.poselib.apply_pose(pose_index = 0)
def checkRotation(bone, positionFrame, last_keyframe):
scene = bpy.context.scene
frame_current = scene.frame_current
scene.frame_set(positionFrame)
boneRQ = bone.rotation_quaternion.to_euler()
scene.frame_set(frame_current)
isRightHand = ".R" in bone.name
resetBnMaoPosition(isRightHand)
valid_rotation = validate_rotation(bone, positionFrame, last_keyframe)
if (not valid_rotation):
new_rotation = boneRQ.to_quaternion() * (-1)
bone.rotation_quaternion = new_rotation
bone.keyframe_insert(data_path = 'rotation_quaternion', index = -1, frame = positionFrame)
def checkCollision(bone, path, positionFrame, last_keyframe):
if (last_keyframe == positionFrame):
return
isRightHand = ".R" in bone.name
resetIKPosition(isRightHand)
handCollisionFrame = check_hand_collision(last_keyframe, positionFrame)
if (handCollisionFrame != -1):
handle_collision(bone, path, positionFrame, handCollisionFrame)
return
bodyCollisionFrame = check_body_collision(isRightHand, last_keyframe, positionFrame)
if (bodyCollisionFrame != -1):
handle_collision(bone, path, positionFrame, bodyCollisionFrame)
return
def handle_collision(bone, path, positionFrame, collisionFrame, rollbackFrames = 0):
scene = bpy.context.scene
frame_current = scene.frame_current
scene.frame_set(collisionFrame - rollbackFrames)
bone.keyframe_insert(data_path = path, index = -1, frame = positionFrame)
bpy.context.scene.frame_set(frame_current)
def check_hand_collision(initFrame, endFrame):
return check_collision('right_hand_box', 'left_hand_box', initFrame, endFrame)
def check_collision(objName, otherObjName, initFrame, endFrame):
scene = bpy.context.scene
frame_current = scene.frame_current
startFrame = initFrame + int(math.fabs((endFrame - initFrame)/2))
collisionFrame = -1
for i in range(startFrame, endFrame + 1, 1):
scene.frame_set(i)
obj = scene.objects.get(objName)
otherObj = scene.objects.get(otherObjName)
if (bmesh_check_intersect_objects(obj, otherObj)):
collisionFrame = i
break
scene.frame_set(frame_current)
return collisionFrame
def check_body_collision(isRightHand, initFrame, endFrame):
hand_box = 'right_hand_box' if isRightHand else 'left_hand_box'
body_box = 'body_box'
result = check_collision(hand_box, body_box, initFrame, endFrame)
return result
# Função que limpa todos os keyframes e define a quantidade de frames
def erase_all_keyframes():
for i in bpy.data.objects:
i.animation_data_clear()
bpy.context.scene.frame_start = 1
bpy.context.scene.frame_current = bpy.context.scene.frame_start
bpy.context.scene.frame_end = bpy.context.scene.frame_start
# Função que define as configurações de saida
def outconf():
erase_all_keyframes()
bpy.context.scene.render.resolution_x = 640
bpy.context.scene.render.resolution_y = 480
bpy.context.scene.render.resolution_percentage = 100
bpy.context.scene.render.image_settings.file_format = 'H264'
bpy.context.scene.render.ffmpeg.format = 'MPEG4'
bpy.context.scene.render.ffmpeg.codec = 'H264'
# bpy.context.scene.render.filepath = '/tmp/'
# Otimização da renderização
bpy.context.scene.render.use_shadows = False
bpy.context.scene.render.use_raytrace = False
bpy.context.scene.render.use_envmaps = False
bpy.context.scene.render.use_motion_blur = False
bpy.context.scene.render.use_shadows = False
bpy.context.scene.render.tile_x = 320
bpy.context.scene.render.tile_y = 240
def render_sign(userId, signName, beginFrame, endFrame):
from sys import argv, path
from os.path import abspath, dirname
from pyutil import log, file_rename
getcwd = dirname(abspath(__file__))
bpy.context.scene.render.filepath = getcwd + "/users/"+ str(userId)+ "/"+ signName + "_"
bpy.context.scene.frame_start = beginFrame
bpy.context.scene.frame_end = endFrame
outFilename = ("%s%0.4i-%0.4i.mp4" % (bpy.context.scene.render.filepath, bpy.context.scene.frame_start, bpy.context.scene.frame_end))
log("All frames: %i" % (endFrame))
bpy.ops.render.render(animation = True, write_still = False, layer = "", scene = "")
file_rename(outFilename)
bpy.ops.wm.quit_blender()
# Função que recupera o frame final do movimento
def get_endFrame(json_input, hands_frames_retilineo):
endsFrame = [18]
if(json_input["rightHand"] != []):
if(json_input["rightHand"][0] == "circular"):
# Sugestao: json_input["rightHand"][4] eh o número de voltas/repeticoes? colocar numa variavel
endsFrame.append(int(json_input["rightHand"][4]*8*5+18))
elif(json_input["rightHand"][0] == "semicircular"):
endsFrame.append(int(json_input["rightHand"][4]*5*5+18))
elif(json_input["rightHand"][0] == "retilineo"):
endsFrame.append(max(hands_frames_retilineo))
if(json_input["leftHand"] != []):
if(json_input["leftHand"][0] == "circular"):
endsFrame.append(int(json_input["leftHand"][4]*8*5+18))
elif(json_input["leftHand"][0] == "semicircular"):
endsFrame.append(int(json_input["rightHand"][4]*5*5+18))
elif(json_input["rightHand"][0] == "retilineo"):
endsFrame.append(max(hands_frames_retilineo))
return(max(endsFrame))
def validate_rotation(bone, endFrame, startFrame = 0):
if (endFrame - startFrame == 1):
return True
rotFrames = [[]]
scene = bpy.context.scene
frame_current = scene.frame_current
for i in range(startFrame+1, endFrame+1, 1):
scene.frame_set(i)
rotFrames[-1] = bone.rotation_quaternion.to_euler()
rotFrames.append([])
rotFrames.remove([])
scene.frame_set(frame_current)
for k in range(1, len(rotFrames), 1):
for i in range(0, 3, 1):
if (math.fabs(rotFrames[k][i] - rotFrames[k-1][i])) > math.pi/2:
return False
return True
# Axis: "X", "Y" e "Z"
def apply_rotation(bone, axis, currentFrame, endFrame, degree):
new_rotation = bone.rotation_quaternion.to_euler()
new_rotation.rotate_axis(axis, math.radians(degree))
new_rotation = new_rotation.to_quaternion()
bone.rotation_quaternion = new_rotation
keyframe_insert(bone, 'rotation_quaternion', currentFrame, False, True)