import Blender from Blender import* from Blender.Scene import Render import math import os import commands import subprocess as sub import sys def substr(str,origem, tamanho): return str[origem:tamanho+origem] paramDir = sys.argv[5] paramEsq = sys.argv[6] libPoseMaoDireita = open("Libs/LibConfigMaoDir", "r") libOritentacaoLadoDireito = open("Libs/LibOrientacaoDir", "r") libPoseMaoEsquerda = open("Libs/LibConfigMaoEsq", "r") libOritentacaoLadoEsquerdo = open("Libs/LibOrientacaoEsq", "r") libPontoArticulacaoEsquerda = open("Libs/LibPontoArticulacaoEsq", "r") listaPoseMaoDireita = libPoseMaoDireita.readlines(); listalibOritentacaoLadoDireito = libOritentacaoLadoDireito.readlines(); libPontoArticulacaoDireita = open("Libs/LibPontoArticulacaoDir", "r") listalibPontoArticulacaoDireita = libPontoArticulacaoDireita.readlines(); listaPoseMaoEsquerda = libPoseMaoEsquerda.readlines(); listalibOritentacaoLadoEsquerdo = libOritentacaoLadoEsquerdo.readlines(); listalibPontoArticulacaoEsquerda = libPontoArticulacaoEsquerda.readlines(); libExpressaoFacial = open("Libs/LibExpressaoFacial", "r") listaExpressaoFacial = libExpressaoFacial.readlines(); armadura = Blender.Object.Get('Armature.001'); pose = armadura.getPose() arquivoDireita = open(paramDir, "r") parametrosDireita = arquivoDireita.readlines(); arquivoEsquerda = open(paramEsq, "r") parametrosEsquerda = arquivoEsquerda.readlines(); poseb = pose.bones['ik_FK.R'] poseb1 = pose.bones['ik_FK.L'] act = Armature.NLA.NewAction("Circular") act.setActive(armadura) configDir = parametrosDireita[0] oriDir = parametrosDireita[1] tamanho_raio = parametrosDireita[2] raio = substr(tamanho_raio, 0, len(tamanho_raio) - 1) if (raio == 'Grande'): r = 1 elif (raio == 'Medio'): r = 0.6 else: r = 0.3 print "RaioDir" print r sentido_movimento = parametrosDireita[3] flag_rep = parametrosDireita[4] paral_perp = parametrosDireita[5] sincronismo = parametrosDireita[6] ponto_articulacao_dir = parametrosDireita[7] nomeVideo = parametrosDireita[8] print "########################PARAMETROS#########################"; print "DIREITA"; print parametrosDireita print "###########################################################"; config_mao_direita = substr(configDir, 0, len(configDir) - 1) orientacao_direita = substr(oriDir, 0, len(oriDir) - 1) sentido_movimento_dir = substr(sentido_movimento, 0, len(sentido_movimento) - 1) flag_repeticao = substr(flag_rep, 0, len(flag_rep) - 1) paralelo_perpendicular = substr(paral_perp, 0, len(paral_perp) - 1) sincronismo_dir = substr(sincronismo, 0, len(sincronismo) - 1) ponto_articulacao_direita = substr(ponto_articulacao_dir, 0, len(ponto_articulacao_dir) - 1) #Configuracao de mao for i in range(0 , len(listaPoseMaoDireita), 1): if (listaPoseMaoDireita[i].split()): if (listaPoseMaoDireita[i].split()[0] == config_mao_direita): for k in range(i , i+15, 1): #varrendo todos os ossos da mao bone = pose.bones[listaPoseMaoDireita[k+1].split()[0]] bone.loc[:] = float(listaPoseMaoDireita[k+1].split()[2]), float(listaPoseMaoDireita[k+1].split()[3]), float(listaPoseMaoDireita[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listaPoseMaoDireita[k+1].split()[6]), float(listaPoseMaoDireita[k+1].split()[7]), float(listaPoseMaoDireita[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) #Define a orientacao da mao direita incial for i in range(0 , len(listalibOritentacaoLadoDireito), 1): if (listalibOritentacaoLadoDireito[i].split()): if (listalibOritentacaoLadoDireito[i].split()[0] == orientacao_direita): for k in range(i , i+2, 1): bone = pose.bones[listalibOritentacaoLadoDireito[k+1].split()[0]] bone.loc[:] = float(listalibOritentacaoLadoDireito[k+1].split()[2]), float(listalibOritentacaoLadoDireito[k+1].split()[3]), float(listalibOritentacaoLadoDireito[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listalibOritentacaoLadoDireito[k+1].split()[6]), float(listalibOritentacaoLadoDireito[k+1].split()[7]), float(listalibOritentacaoLadoDireito[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) #Ponto de articulacao da mao direita for i in range(0 , len(listalibPontoArticulacaoDireita), 1): if (listalibPontoArticulacaoDireita[i].split()): #Split em cada linha if (listalibPontoArticulacaoDireita[i].split()[0] == ponto_articulacao_direita): for k in range(i , i+2, 1): bone = pose.bones[listalibPontoArticulacaoDireita[k+1].split()[0]] bone.loc[:] = float(listalibPontoArticulacaoDireita[k+1].split()[2]), float(listalibPontoArticulacaoDireita[k+1].split()[3]), float(listalibPontoArticulacaoDireita[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listalibPontoArticulacaoDireita[k+1].split()[6]), float(listalibPontoArticulacaoDireita[k+1].split()[7]), float(listalibPontoArticulacaoDireita[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) #Configurando expressão facial inicial do sinal: NEUTRA for i in range(0 , len(listaExpressaoFacial), 1): if (listaExpressaoFacial[i].split()): #Split em cada linha if (listaExpressaoFacial[i].split()[0] == "Exp_9"): #Expressao facial neutra #print listaExpressaoFacial[i].split()[0]; for k in range(i , i+int(listaExpressaoFacial[i].split()[-1]), 1): bone = pose.bones[listaExpressaoFacial[k+1].split()[0]] #print bone; bone.loc[:] = float(listaExpressaoFacial[k+1].split()[2]), float(listaExpressaoFacial[k+1].split()[3]), float(listaExpressaoFacial[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listaExpressaoFacial[k+1].split()[6]), float(listaExpressaoFacial[k+1].split()[7]), float(listaExpressaoFacial[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) temp = parametrosEsquerda[0] temporario = substr(temp, 0, len(temp) - 1) print "########################PARAMETROS#########################"; print "ESQUERDA"; print parametrosEsquerda print "###########################################################"; if(temporario != 'Nenhum'): print "[142]parametrosEsq[0] != Nenhum" configEsq = parametrosEsquerda[0] oriEsq = parametrosEsquerda[1] tamanho_raio1 = parametrosEsquerda[2] raio1 = substr(tamanho_raio1, 0, len(tamanho_raio1) - 1) if (raio1 == 'Grande'): r1 = 1 elif (raio1 == 'Medio'): r1 = 0.6 else: r1 = 0.3 print "RaioEsq" print r1 sentido_movimento1 = parametrosEsquerda[3] flag_rep1 = parametrosEsquerda[4] paral_perp1 = parametrosEsquerda[5] sincronismo1 = parametrosEsquerda[6] ponto_articulacao_esq = parametrosEsquerda[7] exp_facial = parametrosEsquerda[8] config_mao_esquerda = substr(configEsq, 0, len(configEsq) - 1) orientacao_esquerda = substr(oriEsq, 0, len(oriEsq) - 1) sentido_movimento_esq = substr(sentido_movimento1, 0, len(sentido_movimento1) - 1) flag_repeticao1 = substr(flag_rep1, 0, len(flag_rep1) - 1) paralelo_perpendicular1 = substr(paral_perp1, 0, len(paral_perp1) - 1) sincronismo_esq = substr(sincronismo1, 0, len(sincronismo1) - 1) ponto_articulacao_esquerda = substr(ponto_articulacao_esq, 0, len(ponto_articulacao_esq) - 1) expressao_facial = substr(exp_facial, 0, len(exp_facial) - 1) #Config da mao esquerda for i in range(0 , len(listaPoseMaoEsquerda), 1): if (listaPoseMaoEsquerda[i].split()): if (listaPoseMaoEsquerda[i].split()[0] == config_mao_esquerda): for k in range(i , i+15, 1): #varrendo todos os ossos da mao bone = pose.bones[listaPoseMaoEsquerda[k+1].split()[0]] bone.loc[:] = float(listaPoseMaoEsquerda[k+1].split()[2]), float(listaPoseMaoEsquerda[k+1].split()[3]), float(listaPoseMaoEsquerda[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listaPoseMaoEsquerda[k+1].split()[6]), float(listaPoseMaoEsquerda[k+1].split()[7]), float(listaPoseMaoEsquerda[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) #Orientacao da mao esquerda for i in range(0 , len(listalibOritentacaoLadoEsquerdo), 1): if (listalibOritentacaoLadoEsquerdo[i].split()): if (listalibOritentacaoLadoEsquerdo[i].split()[0] == orientacao_esquerda): for k in range(i , i+2, 1): bone = pose.bones[listalibOritentacaoLadoEsquerdo[k+1].split()[0]] bone.loc[:] = float(listalibOritentacaoLadoEsquerdo[k+1].split()[2]), float(listalibOritentacaoLadoEsquerdo[k+1].split()[3]), float(listalibOritentacaoLadoEsquerdo[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listalibOritentacaoLadoEsquerdo[k+1].split()[6]), float(listalibOritentacaoLadoEsquerdo[k+1].split()[7]), float(listalibOritentacaoLadoEsquerdo[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) #Ponto de articulacao da mao esquerda for i in range(0 , len(listalibPontoArticulacaoEsquerda), 1): if (listalibPontoArticulacaoEsquerda[i].split()): if (listalibPontoArticulacaoEsquerda[i].split()[0] == ponto_articulacao_esquerda): for k in range(i , i+2, 1): bone = pose.bones[listalibPontoArticulacaoEsquerda[k+1].split()[0]] bone.loc[:] = float(listalibPontoArticulacaoEsquerda[k+1].split()[2]), float(listalibPontoArticulacaoEsquerda[k+1].split()[3]), float(listalibPontoArticulacaoEsquerda[k+1].split()[4]) bone.insertKey(armadura, 1, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listalibPontoArticulacaoEsquerda[k+1].split()[6]), float(listalibPontoArticulacaoEsquerda[k+1].split()[7]), float(listalibPontoArticulacaoEsquerda[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, 1, Object.Pose.ROT) xp = poseb.loc.x yp = poseb.loc.y zp = poseb.loc.z xp1 = poseb1.loc.x yp1 = poseb1.loc.y zp1 = poseb1.loc.z if(temporario != 'Nenhum'): #EXISTE MOVIMENTO COM A MAO ESQUERDA if(sincronismo_dir == sincronismo_esq == "sincrono"): if(paralelo_perpendicular == "paralelo"): if(sentido_movimento_dir == "horario"): frame = 1 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: #Horario frame = 1 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp , yp + r , zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp , yp + r , zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: #movimento perpendicular ao corpo if(sentido_movimento_dir == "horario"): frame = 1 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp , yp + (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp, yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp , yp - (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp , yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp, yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: frame = 1 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp , yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp , yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(paralelo_perpendicular1 == "paralelo"): if(sentido_movimento_esq == "horario"): frame = 1 poseb1.loc[:] = xp1 + r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1 - r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1 + r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 45 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1 - r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1 + r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: frame = 1 poseb1.loc[:] = xp1 - r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb1.loc[:] = xp1 , yp1 + r1 , zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1 + r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1 - r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 45 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1 , yp1 + r1 , zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1 + r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1 - r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: #movimento perpendicular ao corpo if(sentido_movimento_esq == "horario"): frame = 1 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb1.loc[:] = xp1, yp1, zp + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1, yp1, zp - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 45 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1, yp1, zp + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1, yp1, zp - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: #movimento horario frame = 1 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb1.loc[:] = xp1 , yp1 , zp + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1, yp1 + r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1, yp1, zp1 - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 45 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1 , yp1 , zp1 + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1, yp1 + r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1, yp1, zp1 - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: # assincrono if(paralelo_perpendicular == "paralelo"): if(sentido_movimento_dir == "horario"): frame = 1 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: frame = 1 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp , yp + r , zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp , yp + r , zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: #movimento perpendicular ao corpo if(sentido_movimento_dir == "horario"): frame = 1 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp , yp + (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp, yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp , yp - (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp , yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp, yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: frame = 1 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp , yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp , yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(paralelo_perpendicular1 == "paralelo"): if(sentido_movimento_esq == "horario"): frame = 10 poseb1.loc[:] = xp1 + r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1 - r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 45 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1 + r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 55 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1 - r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 85 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 90 poseb1.loc[:] = xp1 + r1, yp1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: frame = 10 poseb1.loc[:] = xp1 - r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1 , yp1 + r1 , zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1 + r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 45 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1 - r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 55 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1 , yp1 + r1 , zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 + (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1 + r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1 + (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 85 poseb1.loc[:] = xp1 - (r1 * math.sqrt(2) / 2), yp1 - (r1 * math.sqrt(2) / 2), zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 90 poseb1.loc[:] = xp1 - r1, yp1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: #movimento perpendicular ao corpo if(sentido_movimento_esq == "horario"): frame = 10 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1, yp1, zp + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1, yp1, zp - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 45 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 55 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1, yp1, zp + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1, yp1 - r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1, yp1, zp - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 85 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 90 poseb1.loc[:] = xp1, yp1 + r1, zp poseb1.insertKey(armadura, frame, Object.Pose.LOC) else: frame = 10 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb1.loc[:] = xp1 , yp1 , zp + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb1.loc[:] = xp1, yp1 + r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb1.loc[:] = xp1, yp1, zp1 - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 45 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao1 == "com-repeticao"): frame = 55 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb1.loc[:] = xp1 , yp1 , zp1 + r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 + (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb1.loc[:] = xp1, yp1 + r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb1.loc[:] = xp1, yp1 + (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb1.loc[:] = xp1, yp1, zp1 - r1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 85 poseb1.loc[:] = xp1, yp1 - (r1 * math.sqrt(2) / 2), zp1 - (r1 * math.sqrt(2) / 2) poseb1.insertKey(armadura, frame, Object.Pose.LOC) frame = 90 poseb1.loc[:] = xp1, yp1 - r1, zp1 poseb1.insertKey(armadura, frame, Object.Pose.LOC) #MOVIMENTO COM AS DUAS MAOS #Configurando expressão facial do sinal escolhida for i in range(0 , len(listaExpressaoFacial), 1): if (listaExpressaoFacial[i].split()): #Split em cada linha if (listaExpressaoFacial[i].split()[0] == expressao_facial): #print listaExpressaoFacial[i].split()[0]; for k in range(i , i+int(listaExpressaoFacial[i].split()[-1]), 1): bone = pose.bones[listaExpressaoFacial[k+1].split()[0]] #print bone; bone.loc[:] = float(listaExpressaoFacial[k+1].split()[2]), float(listaExpressaoFacial[k+1].split()[3]), float(listaExpressaoFacial[k+1].split()[4]) bone.insertKey(armadura, frame/2, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listaExpressaoFacial[k+1].split()[6]), float(listaExpressaoFacial[k+1].split()[7]), float(listaExpressaoFacial[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, frame/2, Object.Pose.ROT) #MOVIMENTO APENAS COM A MAO DIREITA else: print 'MAO ESQUERDA NAO POSSUI MOVIMENTO. SINAL APENAS COM A MAO DOMINANTE!!!!'; if(paralelo_perpendicular == "paralelo"): if(sentido_movimento_dir == "horario"): frame = 1 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: #Horario frame = 1 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp , yp + r , zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp , yp + r , zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp + (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp + r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp + (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp - (r * math.sqrt(2) / 2), yp - (r * math.sqrt(2) / 2), zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp - r, yp, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: #movimento perpendicular ao corpo if(sentido_movimento_dir == "horario"): frame = 1 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp , yp + (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp, yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp , yp - (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp , yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp, yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) else: # Horario frame = 1 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 5 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2) , zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 10 poseb.loc[:] = xp , yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 15 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 20 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 25 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 30 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 35 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 40 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) if(flag_repeticao == "com-repeticao"): frame = 45 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 50 poseb.loc[:] = xp , yp , zp + r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 55 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp + (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 60 poseb.loc[:] = xp, yp + r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 65 poseb.loc[:] = xp, yp + (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 70 poseb.loc[:] = xp, yp, zp - r poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 75 poseb.loc[:] = xp, yp - (r * math.sqrt(2) / 2), zp - (r * math.sqrt(2) / 2) poseb.insertKey(armadura, frame, Object.Pose.LOC) frame = 80 poseb.loc[:] = xp, yp - r, zp poseb.insertKey(armadura, frame, Object.Pose.LOC) exp_facial = parametrosEsquerda[1] expressao_facial = substr(exp_facial, 0, len(exp_facial) - 1) #print "Mov left HAND = " #print var_temp print expressao_facial; #Configurando expressão facial do sinal escolhida for i in range(0 , len(listaExpressaoFacial), 1): if (listaExpressaoFacial[i].split()): #Split em cada linha if (listaExpressaoFacial[i].split()[0] == expressao_facial): #print listaExpressaoFacial[i].split()[0]; for k in range(i , i+int(listaExpressaoFacial[i].split()[-1]), 1): bone = pose.bones[listaExpressaoFacial[k+1].split()[0]] #print bone; bone.loc[:] = float(listaExpressaoFacial[k+1].split()[2]), float(listaExpressaoFacial[k+1].split()[3]), float(listaExpressaoFacial[k+1].split()[4]) bone.insertKey(armadura, frame/2, Object.Pose.LOC) euler = bone.quat.toEuler() euler[:] = float(listaExpressaoFacial[k+1].split()[6]), float(listaExpressaoFacial[k+1].split()[7]), float(listaExpressaoFacial[k+1].split()[8]) bone.quat = euler.toQuat() bone.insertKey(armadura, frame/2, Object.Pose.ROT) nomeVideoTemp = substr(nomeVideo, 0, len(nomeVideo) - 1) print nomeVideoTemp cena = Blender.Scene.GetCurrent() cont = cena.getRenderingContext() cont.renderPath = "//"+nomeVideoTemp+"_" cont.sFrame = 1 cont.eFrame = frame cont.renderAnim() sub.Popen("ffmpeg -i "+ nomeVideoTemp+ "*.avi -y -b 800 -r 25 -f flv -vcodec flv -acodec mp3 -ab 128 -ar 44100 "+ nomeVideoTemp+".flv",shell=True,stdout=sub.PIPE).stdout.readlines() #temp = commands.getoutput('ls $HOME/Projetos/ProjetoLibras/server/ScriptsPython | grep convertido') temp1 = commands.getoutput('ls $HOME/Projetos/ProjetoLibras/server/ScriptsPython | grep '+nomeVideoTemp + '*.avi') videoAVIrenomeado = nomeVideoTemp + '.avi'; os.rename(temp1, videoAVIrenomeado); #nomeVideoConvertido = substr(nomeVideo, 0, len(nomeVideo) - 1) #nomeDoSinal = nomeVideo + '.flv'; #os.rename(temp, nomeDoSinal); Blender.Quit()