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FBX to Rig.py
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FBX to Rig.py
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import bpy
import math
import mathutils
def Update():
#bpy.context.view_layer.update()
dg = bpy.context.evaluated_depsgraph_get()
dg.update()
#bpy.context.view_layer.update()
#bpy.ops.wm.redraw_timer(type='DRAW_WIN_SWAP', iterations=1)
def SetBonePosition(SourceArmature, SourceBoneName, DestinationArmature, DestinationBoneName, DestinationTwistBoneName, WeShouldKeyframe):
destination_bone = DestinationArmature.pose.bones[DestinationBoneName]
sourceBone = SourceArmature.pose.bones[SourceBoneName]
WsPosition = sourceBone.matrix.translation
matrix_final = SourceArm.matrix_world @ sourceBone.matrix
destination_bone.matrix.translation = matrix_final.translation
#destination_bone.location = sourceBone.location
Update()
if (WeShouldKeyframe):
currentFrame = bpy.context.scene.frame_current
destination_bone.keyframe_insert(data_path='location',frame=currentFrame)
def SetBoneRotation(SourceArmature, SourceBoneName, DestinationArmature, DestinationBoneName, DestinationTwistBoneName, CorrectionQuat, WeShouldKeyframe, hastwistbone):
#Get the rotation of the bone in edit mode
SourceBoneEdit = SourceArmature.data.bones[SourceBoneName]
SourceBoneEditRotation = SourceBoneEdit.matrix_local.to_quaternion()
#Get the rotation of the bone in edit mode
DestinationBoneEdit = DestinationArmature.data.bones[DestinationBoneName]
DestinationBoneEditRotation = DestinationBoneEdit.matrix_local.to_quaternion()
#rotate the edit rotation quat first to armature rotation
#ArmatureSpaceBoneEditPosition = RigArmature.rotation_quaternion * BoneEditRotation
if(DestinationTwistBoneName != ""):
TwistBone = DestinationArmature.pose.bones[DestinationTwistBoneName]
destination_bone = DestinationArmature.pose.bones[DestinationBoneName]
sourceBone = SourceArmature.pose.bones[SourceBoneName]
#Set Bone Position now that we've calculated it.
destination_bone.rotation_mode = 'QUATERNION'
#################################################
################## Get Source WS Quat ###########
#################################################
source_arm_matrix = SourceArmature.matrix_world
source_bone_matrix = sourceBone.matrix
#get the source bones rotation in world space.
source_bone_world_matrix = source_arm_matrix @ source_bone_matrix
SourceBoneRotWS = source_bone_world_matrix.to_quaternion()
#print('Source Rotation')
#print(SourceBoneRotWS)
#################################################
################## Get Dest edit WS Quat ###########
#################################################
dest_arm_matrix = DestinationArmature.matrix_world
dest_bone_matrix = destination_bone.matrix
#get the source bones rotation in world space.
dest_bone_world_matrix = dest_arm_matrix @ dest_bone_matrix
DestBoneRotWS = dest_bone_world_matrix.to_quaternion()
#print('Destination Rotation')
#print(DestBoneRotWS)
DifferenceBetweenSourceWSandDestWS = DestBoneRotWS.rotation_difference(SourceBoneRotWS)
#print('Difference Rotation')
#print(DifferenceBetweenSourceWSandDestWS)
destination_bone.rotation_quaternion = destination_bone.rotation_quaternion @ DifferenceBetweenSourceWSandDestWS @ CorrectionQuat
Update()
if (hastwistbone):
TwistBone.rotation_mode = 'XYZ'
destination_bone.rotation_mode = 'XYZ'
yrotation = destination_bone.rotation_euler.y
destination_bone.rotation_euler.y = 0
TwistBone.rotation_euler.y = yrotation
#print('Setting Twist Bone: ' + yrotation)
TwistBone.rotation_mode = 'QUATERNION'
destination_bone.rotation_mode = 'QUATERNION'
Update()
if (WeShouldKeyframe):
currentFrame = bpy.context.scene.frame_current
destination_bone.rotation_mode = 'XYZ'
destination_bone.keyframe_insert(data_path='rotation_euler',frame=currentFrame)
#print('keyframed' + str(currentFrame))
if (hastwistbone):
TwistBone.rotation_mode = 'XYZ'
TwistBone.keyframe_insert(data_path='rotation_euler',frame=currentFrame)
def GetBoneEditRotationWorldSpace(arm, bonename):
BoneEdit = arm.data.bones[bonename]
BoneEditRotation = BoneEdit.matrix_local.to_quaternion()
BoneEditWS = arm.rotation_quaternion*BoneEditRotation
return BoneEditWS
SourceArmName = "Reference"
DestArmName = "Leopold"
KeyFrame_Every_Nth_Frame = 3
NumberOfFramesToTransfer = 150
print('')
print('Start of Everything')
print('')
#SourcArm = bpy.context.selected_objects[SourcArmName]
#DestArm = bpy.context.selected_objects[DestArmName]
SourceArm = bpy.data.objects[SourceArmName]
DestArm = bpy.data.objects[DestArmName]
scene = bpy.context.scene
keyFrame = True
#destination_bone = DestArm.pose.bones["hip"]
#sourceBone = SourceArm.pose.bones["Hips"]
#WsPosition = sourceBone.matrix.translation
#matrix_final = SourceArm.matrix_world @ sourceBone.matrix
#destination_bone.matrix.translation = matrix_final.translation
NoCorrection = mathutils.Quaternion((1,0,0,0))
Correction_p90_Y_Quat = mathutils.Euler((math.radians(0), math.radians(90.0), math.radians(0)), 'XYZ').to_quaternion()
Correction_n90_Y_Quat = mathutils.Euler((math.radians(0), math.radians(-90.0), math.radians(0)), 'XYZ').to_quaternion()
Correction_180_X_Quat = mathutils.Euler((math.radians(180), math.radians(0), math.radians(0)), 'XYZ').to_quaternion()
Correction_180_Y_Quat = mathutils.Euler((math.radians(0), math.radians(180), math.radians(0)), 'XYZ').to_quaternion()
Correction_Stoop_Quat = mathutils.Euler((math.radians(22), math.radians(0.0), math.radians(0)), 'XYZ').to_quaternion()
Correction_p180_Y_Quat = mathutils.Euler((math.radians(0), math.radians(180), math.radians(0)), 'XYZ').to_quaternion()
StartFrame = scene.frame_current
i=0
while (i < NumberOfFramesToTransfer):
#scene.frame_current = StartFrame + i
bpy.context.scene.frame_set(StartFrame + i)
Update()
print('')
CurrentFrame = scene.frame_current
EndFrame = StartFrame + NumberOfFramesToTransfer
PercentComplete = ((CurrentFrame - StartFrame)/(EndFrame - StartFrame))*100
print('Working On Frame: ' + str(scene.frame_current) + ' of ' + str(EndFrame) + ' ' + "{:.1f}".format(PercentComplete) + '%')
print('')
SetBonePosition(SourceArm, "Hips", DestArm, "hip", "", keyFrame)
SetBoneRotation(SourceArm, "Hips", DestArm, "hip", "", Correction_180_X_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "Hips", DestArm, "pelvis", "", Correction_180_X_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "Spine", DestArm, "abdomenLower", "", Correction_Stoop_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "Spine1", DestArm, "abdomenUpper", "", Correction_Stoop_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "Spine2", DestArm, "chestLower", "", Correction_Stoop_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "Spine2", DestArm, "chestUpper", "", Correction_Stoop_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "RightShoulder", DestArm, "rCollar", "", Correction_p90_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "RightArm", DestArm, "rShldrBend", "rShldrTwist", NoCorrection, keyFrame, False)
SetBoneRotation(SourceArm, "RightForeArm", DestArm, "rForearmBend", "rForearmTwist", NoCorrection, keyFrame, True)
SetBoneRotation(SourceArm, "LeftShoulder", DestArm, "lCollar", "", Correction_n90_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "LeftArm", DestArm, "lShldrBend", "lShldrTwist", NoCorrection, keyFrame, False)
SetBoneRotation(SourceArm, "LeftForeArm", DestArm, "lForearmBend", "lForearmTwist", NoCorrection, keyFrame, True)
SetBoneRotation(SourceArm, "RightUpLeg", DestArm, "rThighBend", "rThighTwist", Correction_180_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "RightLeg", DestArm, "rShin", "", Correction_180_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "RightFoot", DestArm, "rFoot", "", Correction_n90_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "RightFoot", DestArm, "rMetatarsals", "", Correction_n90_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "RightFoot.001", DestArm, "rToe", "", NoCorrection, keyFrame, False)
SetBoneRotation(SourceArm, "LeftUpLeg", DestArm, "lThighBend", "lThighTwist", Correction_180_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "LeftLeg", DestArm, "lShin", "", Correction_180_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "LeftFoot", DestArm, "lFoot", "", Correction_p90_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "LeftFoot", DestArm, "lMetatarsals", "", Correction_p90_Y_Quat, keyFrame, False)
SetBoneRotation(SourceArm, "LeftFoot.001", DestArm, "lToe", "", Correction_n90_Y_Quat, keyFrame, False)
i = i + KeyFrame_Every_Nth_Frame