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| 1 | +import unreal_engine as ue |
| 2 | +from unreal_engine.classes import SkeletalMesh, Skeleton, AnimSequence, AnimSequenceFactory |
| 3 | +from unreal_engine import FTransform, FRawAnimSequenceTrack, FQuat |
| 4 | +from unreal_engine import SWindow, SObjectPropertyEntryBox |
| 5 | + |
| 6 | +class DialogException(Exception): |
| 7 | + def __init__(self, message): |
| 8 | + ue.message_dialog_open(0, message) |
| 9 | + |
| 10 | +class RootMotionFixer: |
| 11 | + |
| 12 | + |
| 13 | + def add_root_to_skeleton(self, mesh, bone='root'): |
| 14 | + base_path = mesh.get_path_name() |
| 15 | + new_path = ue.create_modal_save_asset_dialog('Choose destination path', ue.get_path(base_path), ue.get_base_filename(base_path) + '_rooted') |
| 16 | + if not new_path: |
| 17 | + raise DialogException('Please specify a new path for the Skeletal Mesh copy') |
| 18 | + package_name = ue.object_path_to_package_name(new_path) |
| 19 | + object_name = ue.get_base_filename(new_path) |
| 20 | + # the last True allows for overwrites |
| 21 | + new_mesh = mesh.duplicate(package_name, object_name, True) |
| 22 | + |
| 23 | + # generate a new skeleton |
| 24 | + new_skel = self.build_new_skeleton(mesh.Skeleton, object_name + '_Skeleton', bone) |
| 25 | + # save the new skeleton in the same package directory of the new skeletal mesh |
| 26 | + new_skel.save_package(package_name) |
| 27 | + |
| 28 | + # assign the new skeleton to the new mesh |
| 29 | + new_mesh.skeletal_mesh_set_skeleton(new_skel) |
| 30 | + |
| 31 | + new_skel.save_package() |
| 32 | + |
| 33 | + self.fix_bones_influences(new_mesh, mesh.Skeleton) |
| 34 | + |
| 35 | + new_mesh.save_package() |
| 36 | + |
| 37 | + def build_new_skeleton(self, skeleton, name, root): |
| 38 | + new_skel = Skeleton(name) |
| 39 | + new_skel.skeleton_add_bone(root, -1, FTransform()) |
| 40 | + for index in range(0, skeleton.skeleton_bones_get_num()): |
| 41 | + bone_name = skeleton.skeleton_get_bone_name(index) |
| 42 | + bone_parent = skeleton.skeleton_get_parent_index(index) |
| 43 | + bone_transform = skeleton.skeleton_get_ref_bone_pose(index) |
| 44 | + if bone_parent == -1: |
| 45 | + bone_parent_name = root |
| 46 | + else: |
| 47 | + bone_parent_name = skeleton.skeleton_get_bone_name(bone_parent) |
| 48 | + new_bone_parent = new_skel.skeleton_find_bone_index(bone_parent_name) |
| 49 | + new_skel.skeleton_add_bone(bone_name, new_bone_parent, bone_transform) |
| 50 | + return new_skel |
| 51 | + |
| 52 | + def get_updated_bone_index(self, old_skeleton, new_skeleton, old_bone_map, new_bone_map, index): |
| 53 | + |
| 54 | + # get the skeleton bone_id from the map |
| 55 | + true_bone_id = old_bone_map[index] |
| 56 | + |
| 57 | + # get the bone name |
| 58 | + bone_name = old_skeleton.skeleton_get_bone_name(true_bone_id) |
| 59 | + |
| 60 | + # get the new index |
| 61 | + new_bone_id = new_skeleton.skeleton_find_bone_index(bone_name) |
| 62 | + |
| 63 | + # check if a new mapping is available |
| 64 | + if new_bone_id in new_bone_map: |
| 65 | + return new_bone_map.index(new_bone_id) |
| 66 | + |
| 67 | + new_bone_map.append(new_bone_id) |
| 68 | + return len(new_bone_map)-1 |
| 69 | + |
| 70 | + def fix_bones_influences(self, mesh, old_skeleton): |
| 71 | + vertices = mesh.skeletal_mesh_get_soft_vertices() |
| 72 | + new_vertices = [] |
| 73 | + old_bone_map = mesh.skeletal_mesh_get_bone_map() |
| 74 | + new_bone_map = [] |
| 75 | + |
| 76 | + for vertex in vertices: |
| 77 | + bone_ids = list(vertex.influence_bones) |
| 78 | + for index, bone_id in enumerate(bone_ids): |
| 79 | + if vertex.influence_weights[index] > 0: |
| 80 | + bone_ids[index] = self.get_updated_bone_index(old_skeleton, mesh.Skeleton, old_bone_map, new_bone_map, bone_id) |
| 81 | + vertex.influence_bones = bone_ids |
| 82 | + new_vertices.append(vertex) |
| 83 | + |
| 84 | + # assign new vertices |
| 85 | + mesh.skeletal_mesh_set_soft_vertices(new_vertices) |
| 86 | + # add the new bone mapping |
| 87 | + mesh.skeletal_mesh_set_bone_map(new_bone_map) |
| 88 | + |
| 89 | + # specify which bones are active and required (ensure root is added to required bones) |
| 90 | + mesh.skeletal_mesh_set_active_bone_indices(new_bone_map) |
| 91 | + if 0 not in new_bone_map: |
| 92 | + new_bone_map += [0] |
| 93 | + mesh.skeletal_mesh_set_required_bones(new_bone_map) |
| 94 | + |
| 95 | + def set_skeleton(self, asset_data): |
| 96 | + self.choosen_skeleton = asset_data.get_asset() |
| 97 | + self.window.request_destroy() |
| 98 | + |
| 99 | + def split_hips(self, animation, bone='Hips'): |
| 100 | + self.choosen_skeleton = None |
| 101 | + # first ask for which skeleton to use: |
| 102 | + self.window = SWindow(title='Choose your new Skeleton', modal=True, sizing_rule=1)( |
| 103 | + SObjectPropertyEntryBox(allowed_class=Skeleton, on_object_changed=self.set_skeleton) |
| 104 | + ) |
| 105 | + self.window.add_modal() |
| 106 | + if not self.choosen_skeleton: |
| 107 | + raise DialogException('Please specify a Skeleton for retargeting') |
| 108 | + |
| 109 | + factory = AnimSequenceFactory() |
| 110 | + factory.TargetSkeleton = self.choosen_skeleton |
| 111 | + |
| 112 | + base_path = animation.get_path_name() |
| 113 | + package_name = ue.get_path(base_path) |
| 114 | + object_name = ue.get_base_filename(base_path) |
| 115 | + |
| 116 | + new_anim = factory.factory_create_new(package_name + '/' + object_name + '_rooted') |
| 117 | + |
| 118 | + new_anim.NumFrames = animation.NumFrames |
| 119 | + new_anim.SequenceLength = animation.SequenceLength |
| 120 | + |
| 121 | + for index, name in enumerate(animation.AnimationTrackNames): |
| 122 | + data = animation.get_raw_animation_track(index) |
| 123 | + if name == bone: |
| 124 | + # extract root motion |
| 125 | + root_motion = [position - data.pos_keys[0] for position in data.pos_keys] |
| 126 | + |
| 127 | + # remove root motion from original track |
| 128 | + data.pos_keys = [data.pos_keys[0]] |
| 129 | + new_anim.add_new_raw_track(name, data) |
| 130 | + |
| 131 | + # create a new track (the root motion one) |
| 132 | + root_data = FRawAnimSequenceTrack() |
| 133 | + root_data.pos_keys = root_motion |
| 134 | + # ensure empty rotations ! |
| 135 | + root_data.rot_keys = [FQuat()] |
| 136 | + |
| 137 | + # add the track |
| 138 | + new_anim.add_new_raw_track('root', root_data) |
| 139 | + else: |
| 140 | + new_anim.add_new_raw_track(name, data) |
| 141 | + |
| 142 | + new_anim.save_package() |
| 143 | + |
| 144 | + |
| 145 | +root_motion_fixer = RootMotionFixer() |
| 146 | + |
| 147 | +for uobject in ue.get_selected_assets(): |
| 148 | + if uobject.is_a(SkeletalMesh): |
| 149 | + root_motion_fixer.add_root_to_skeleton(uobject) |
| 150 | + elif uobject.is_a(AnimSequence): |
| 151 | + root_motion_fixer.split_hips(uobject) |
| 152 | + else: |
| 153 | + raise DialogException('Only Skeletal Meshes are supported') |
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