2021-05-28 16:54:09 +00:00
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# copy_anim.py
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"""
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Blender Python code to copy animation between armatures or proxy armatures.
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2021-06-29 18:53:48 +00:00
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The purpose of the 'Copy Animation' feature is to allow for animation to be
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copied from one armature to another, en masse, rather than having to individual
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push and move action objects.
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The main use for this is to repair files in which animated proxy rigs have
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become incompatible or broken for some reason. Common examples include a name
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change in the rig or armature object in a character asset file, extra bones
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added, and so on. There is no simple way in Blender to update these proxies.
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It is possible to create a new proxy, though, and with this tool to speed up
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the process, the animation can be transferred to it all at once.
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The tool also allows for the animation to be correctly copied and scaled by
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a scale factor, so that animation can be copied from a proxy defined at one
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scale to one defined at another.
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This comes up when an animation file was built incorrectly at the wrong scale
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and needs to be corrected, after animating has already begun.
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The scaling feature has been tested on Rigify-based rigs, and resets the
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bone constraints as needed, during the process.
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2021-05-28 16:54:09 +00:00
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"""
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import bpy, bpy.types, bpy.utils, bpy.props
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#----------------------------------------
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## TOOLS
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# This might be moved into another module later
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def copy_object_animation(sourceObj, targetObjs,
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dopesheet=False, nla=False, rescale=False, scale_factor=1.0,
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report=print):
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"""
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Copy Dope Sheet & NLA editor animation from active object to selected objects.
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Most useful with armatures. Assumes bones match. Can be rescaled in the process.
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From StackExchange post:
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https://blender.stackexchange.com/questions/74183/how-can-i-copy-nla-tracks-from-one-armature-to-another
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"""
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for targetObj in targetObjs:
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if targetObj.animation_data is not None:
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targetObj.animation_data_clear()
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targetObj.animation_data_create()
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source_animation_data = sourceObj.animation_data
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target_animation_data = targetObj.animation_data
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# copy the dopesheet animation (active animation)
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if dopesheet:
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report({'INFO'}, 'Copying Dopesheet animation')
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if source_animation_data.action is None:
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report({'WARNING'},
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"CLEARING target dope sheet - old animation saved with 'fake user'")
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if target_animation_data.action is not None:
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target_animation_data.action.use_fake_user = True
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target_animation_data.action = None
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else:
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if rescale:
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target_animation_data.action = copy_animation_action_with_rescale(
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source_animation_data.action, scale_factor)
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else:
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target_animation_data.action = copy_animation_action_with_rescale(
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source_animation_data.action, scale_factor)
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target_animation_data.action.name = targetObj.name + 'Action'
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if nla:
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report({'INFO'}, 'Copying NLA strips')
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if source_animation_data:
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# Create new NLA tracks based on the source
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for source_nla_track in source_animation_data.nla_tracks:
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target_nla_track = target_animation_data.nla_tracks.new()
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target_nla_track.name = source_nla_track.name
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# In each track, create action strips base on the source
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for source_action_strip in source_nla_track.strips:
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if rescale:
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new_action = copy_animation_action_with_rescale(
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source_action_strip.action, scale_factor)
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else:
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new_action = source_action_strip.action
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target_action_strip = target_nla_track.strips.new(
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new_action.name,
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source_action_strip.frame_start,
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new_action)
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# For each strip, copy the properties -- EXCEPT the ones we
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# need to protect or can't copy
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# introspect property names (is there a better way to do this?)
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props = [p for p in dir(source_action_strip) if
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not p in ('action',)
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and not p.startswith('__') and not p.startswith('bl_')
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and source_action_strip.is_property_set(p)
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and not source_action_strip.is_property_readonly(p)
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and not source_action_strip.is_property_hidden(p)]
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for prop in props:
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setattr(target_action_strip, prop, getattr(source_action_strip, prop))
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# Adapted from reference:
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# https://www.reddit.com/r/blender/comments/eu3w6m/guide_how_to_scale_a_rigify_rig/
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#
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def reset_armature_stretch_constraints(rig_object):
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"""
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Reset stretch-to constraints on an armature object - necessary after rescaling.
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"""
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bone_count = 0
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for bone in rig_object.pose.bones:
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for constraint in bone.constraints:
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if constraint.type == "STRETCH_TO":
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constraint.rest_length = 0
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bone_count += 1
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return bone_count
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def rescale_animation_action_in_place(action, scale_factor):
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"""
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Rescale a list of animation actions by a scale factor (in-place).
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"""
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#for fcurve in bpy.data.actions[action].fcurves:
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for fcurve in action.fcurves:
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data_path = fcurve.data_path
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if data_path.startswith('pose.bones[') and data_path.endswith('].location'):
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for p in fcurve.keyframe_points:
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p.co[1] *= scale_factor
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p.handle_left[1] *= scale_factor
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p.handle_right[1] *= scale_factor
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return action
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def copy_animation_action_with_rescale(action, scale_factor):
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"""
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Copy an animation action, rescaled.
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"""
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new_action = action.copy()
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new_action.name = new_action.name[:-4]+'.rescale'
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return rescale_animation_action_in_place(new_action, scale_factor)
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#----------------------------------------
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