glTF exporter: Fix skinning space / Inverse Bind Matrix
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@ -15,7 +15,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (0, 9, 64),
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"version": (0, 9, 65),
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'blender': (2, 81, 6),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -16,7 +16,7 @@
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# Imports
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#
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from mathutils import Vector, Quaternion
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from mathutils import Vector, Quaternion, Matrix
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from mathutils.geometry import tessellate_polygon
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from operator import attrgetter
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@ -24,6 +24,7 @@ from . import gltf2_blender_export_keys
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from ...io.com.gltf2_io_debug import print_console
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from ...io.com.gltf2_io_color_management import color_srgb_to_scene_linear
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from io_scene_gltf2.blender.exp import gltf2_blender_gather_skins
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import bpy
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#
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# Globals
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@ -63,24 +64,61 @@ class ShapeKey:
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# Functions
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#
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def convert_swizzle_location(loc, export_settings):
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"""Convert a location from Blender coordinate system to glTF coordinate system."""
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((loc[0], loc[2], -loc[1]))
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def convert_swizzle_normal_and_tangent(loc, armature, blender_object, export_settings):
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"""Convert a normal data from Blender coordinate system to glTF coordinate system."""
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if not armature:
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# Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((loc[0], loc[2], -loc[1]))
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else:
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return Vector((loc[0], loc[1], loc[2]))
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else:
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return Vector((loc[0], loc[1], loc[2]))
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# Mesh is skined, we have to apply armature transforms on data
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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new_loc = apply_matrix.to_quaternion() @ loc
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((new_loc[0], new_loc[2], -new_loc[1]))
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else:
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return Vector((new_loc[0], new_loc[1], new_loc[2]))
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def convert_swizzle_location(loc, armature, blender_object, export_settings):
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"""Convert a location from Blender coordinate system to glTF coordinate system."""
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if not armature:
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# Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((loc[0], loc[2], -loc[1]))
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else:
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return Vector((loc[0], loc[1], loc[2]))
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else:
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# Mesh is skined, we have to apply armature transforms on data
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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new_loc = (armature.matrix_world @ apply_matrix @ Matrix.Translation(Vector((loc[0], loc[1], loc[2])))).to_translation()
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((new_loc[0], new_loc[2], -new_loc[1]))
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else:
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return Vector((new_loc[0], new_loc[1], new_loc[2]))
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def convert_swizzle_tangent(tan, export_settings):
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def convert_swizzle_tangent(tan, armature, blender_object, export_settings):
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"""Convert a tangent from Blender coordinate system to glTF coordinate system."""
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if tan[0] == 0.0 and tan[1] == 0.0 and tan[2] == 0.0:
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print_console('WARNING', 'Tangent has zero length.')
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((tan[0], tan[2], -tan[1], 1.0))
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if not armature:
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# Classic case. Mesh is not skined, no need to apply armature transfoms on vertices / normals / tangents
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((tan[0], tan[2], -tan[1], 1.0))
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else:
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return Vector((tan[0], tan[1], tan[2], 1.0))
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else:
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return Vector((tan[0], tan[1], tan[2], 1.0))
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# Mesh is skined, we have to apply armature transforms on data
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apply_matrix = armature.matrix_world.inverted() @ blender_object.matrix_world
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new_tan = apply_matrix.to_quaternion() @ tan
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if export_settings[gltf2_blender_export_keys.YUP]:
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return Vector((new_tan[0], new_tan[2], -new_tan[1], 1.0))
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else:
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return Vector((new_tan[0], new_tan[1], new_tan[2], 1.0))
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def convert_swizzle_rotation(rot, export_settings):
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"""
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@ -383,7 +421,7 @@ def extract_primitive_pack(a, indices, use_tangents):
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return result_primitive
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def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, export_settings):
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def extract_primitives(glTF, blender_mesh, blender_object, blender_vertex_groups, modifiers, export_settings):
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"""
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Extract primitives from a mesh. Polygons are triangulated and sorted by material.
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@ -508,6 +546,15 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
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blender_shape_key.normals_vertex_get(), # calculate vertex normals for this shape key
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blender_shape_key.normals_polygon_get())) # calculate polygon normals for this shape key
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armature = None
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if modifiers is not None:
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modifiers_dict = {m.type: m for m in modifiers}
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if "ARMATURE" in modifiers_dict:
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modifier = modifiers_dict["ARMATURE"]
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armature = modifier.object
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#
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# Convert polygon to primitive indices and eliminate invalid ones. Assign to material.
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#
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@ -587,20 +634,20 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
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vertex = blender_mesh.vertices[vertex_index]
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v = convert_swizzle_location(vertex.co, export_settings)
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v = convert_swizzle_location(vertex.co, armature, blender_object, export_settings)
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if blender_polygon.use_smooth or blender_mesh.use_auto_smooth:
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if blender_mesh.has_custom_normals:
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n = convert_swizzle_location(blender_mesh.loops[loop_index].normal, export_settings)
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n = convert_swizzle_normal_and_tangent(blender_mesh.loops[loop_index].normal, armature, blender_object, export_settings)
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else:
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n = convert_swizzle_location(vertex.normal, export_settings)
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n = convert_swizzle_normal_and_tangent(vertex.normal, armature, blender_object, export_settings)
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if use_tangents:
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t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, export_settings)
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b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, export_settings)
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t = convert_swizzle_tangent(blender_mesh.loops[loop_index].tangent, armature, blender_object, export_settings)
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b = convert_swizzle_location(blender_mesh.loops[loop_index].bitangent, armature, blender_object, export_settings)
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else:
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n = convert_swizzle_location(face_normal, export_settings)
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n = convert_swizzle_normal_and_tangent(face_normal, armature, blender_object, export_settings)
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if use_tangents:
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t = convert_swizzle_tangent(face_tangent, export_settings)
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b = convert_swizzle_location(face_bitangent, export_settings)
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t = convert_swizzle_tangent(face_tangent, armature, blender_object, export_settings)
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b = convert_swizzle_location(face_bitangent, armature, blender_object, export_settings)
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if use_tangents:
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tv = Vector((t[0], t[1], t[2]))
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@ -669,17 +716,12 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
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joint_index = None
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if modifiers is not None:
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modifiers_dict = {m.type: m for m in modifiers}
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if "ARMATURE" in modifiers_dict:
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modifier = modifiers_dict["ARMATURE"]
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armature = modifier.object
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if armature:
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skin = gltf2_blender_gather_skins.gather_skin(armature, modifier.id_data, export_settings)
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for index, j in enumerate(skin.joints):
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if j.name == vertex_group_name:
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joint_index = index
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break
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if armature:
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skin = gltf2_blender_gather_skins.gather_skin(armature, export_settings)
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for index, j in enumerate(skin.joints):
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if j.name == vertex_group_name:
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joint_index = index
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break
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#
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if joint_index is not None:
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@ -707,6 +749,7 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
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blender_shape_key = blender_shape_keys[morph_index]
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v_morph = convert_swizzle_location(blender_shape_key.shape_key.data[vertex_index].co,
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armature, blender_object,
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export_settings)
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# Store delta.
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@ -728,7 +771,7 @@ def extract_primitives(glTF, blender_mesh, blender_vertex_groups, modifiers, exp
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temp_normals[blender_polygon.index * 3 + 0], temp_normals[blender_polygon.index * 3 + 1],
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temp_normals[blender_polygon.index * 3 + 2])
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n_morph = convert_swizzle_location(n_morph, export_settings)
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n_morph = convert_swizzle_normal_and_tangent(n_morph, armature, blender_object, export_settings)
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# Store delta.
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n_morph -= n
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@ -24,6 +24,7 @@ from io_scene_gltf2.io.com.gltf2_io_debug import print_console
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@cached
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def gather_mesh(blender_mesh: bpy.types.Mesh,
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blender_object: Optional[bpy.types.Object],
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vertex_groups: Optional[bpy.types.VertexGroups],
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modifiers: Optional[bpy.types.ObjectModifiers],
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skip_filter: bool,
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@ -37,7 +38,7 @@ def gather_mesh(blender_mesh: bpy.types.Mesh,
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extensions=__gather_extensions(blender_mesh, vertex_groups, modifiers, export_settings),
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extras=__gather_extras(blender_mesh, vertex_groups, modifiers, export_settings),
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name=__gather_name(blender_mesh, vertex_groups, modifiers, export_settings),
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primitives=__gather_primitives(blender_mesh, vertex_groups, modifiers, material_names, export_settings),
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primitives=__gather_primitives(blender_mesh, blender_object, vertex_groups, modifiers, material_names, export_settings),
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weights=__gather_weights(blender_mesh, vertex_groups, modifiers, export_settings)
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)
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@ -102,12 +103,14 @@ def __gather_name(blender_mesh: bpy.types.Mesh,
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def __gather_primitives(blender_mesh: bpy.types.Mesh,
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blender_object: Optional[bpy.types.Object],
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vertex_groups: Optional[bpy.types.VertexGroups],
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modifiers: Optional[bpy.types.ObjectModifiers],
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material_names: Tuple[str],
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export_settings
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) -> List[gltf2_io.MeshPrimitive]:
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return gltf2_blender_gather_primitives.gather_primitives(blender_mesh,
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blender_object,
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vertex_groups,
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modifiers,
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material_names,
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@ -68,7 +68,10 @@ def __gather_node(blender_object, blender_scene, export_settings):
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translation=None,
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weights=__gather_weights(blender_object, export_settings)
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)
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node.translation, node.rotation, node.scale = __gather_trans_rot_scale(blender_object, export_settings)
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# If node mesh is skined, transforms should be ignored at import, so no need to set them here
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if node.skin is None:
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node.translation, node.rotation, node.scale = __gather_trans_rot_scale(blender_object, export_settings)
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if export_settings[gltf2_blender_export_keys.YUP]:
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if blender_object.type == 'LIGHT' and export_settings[gltf2_blender_export_keys.LIGHTS]:
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@ -275,7 +278,18 @@ def __gather_mesh(blender_object, export_settings):
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skip_filter = False
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material_names = tuple([ms.material.name for ms in blender_object.material_slots if ms.material is not None])
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# retrieve armature
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# Because mesh data will be transforms to skeleton space,
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# we can't instanciate multiple object at different location, skined by same armature
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blender_object_for_skined_data = None
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if export_settings[gltf2_blender_export_keys.SKINS]:
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for idx, modifier in enumerate(blender_object.modifiers):
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if modifier.type == 'ARMATURE':
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blender_object_for_skined_data = blender_object
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result = gltf2_blender_gather_mesh.gather_mesh(blender_mesh,
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blender_object_for_skined_data,
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vertex_groups,
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modifiers,
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skip_filter,
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@ -309,13 +323,13 @@ def __gather_trans_rot_scale(blender_object, export_settings):
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# Decomposing matrix_local gives less accuracy, but is needed if matrix_parent_inverse is not the identity.
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trans, rot, sca = gltf2_blender_extract.decompose_transition(blender_object.matrix_local, export_settings)
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trans = gltf2_blender_extract.convert_swizzle_location(trans, export_settings)
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trans = gltf2_blender_extract.convert_swizzle_location(trans, None, None, export_settings)
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rot = gltf2_blender_extract.convert_swizzle_rotation(rot, export_settings)
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sca = gltf2_blender_extract.convert_swizzle_scale(sca, export_settings)
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if blender_object.instance_type == 'COLLECTION' and blender_object.instance_collection:
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trans = -gltf2_blender_extract.convert_swizzle_location(
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blender_object.instance_collection.instance_offset, export_settings)
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blender_object.instance_collection.instance_offset, None, None, export_settings)
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translation, rotation, scale = (None, None, None)
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trans[0], trans[1], trans[2] = gltf2_blender_math.round_if_near(trans[0], 0.0), gltf2_blender_math.round_if_near(trans[1], 0.0), \
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gltf2_blender_math.round_if_near(trans[2], 0.0)
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@ -350,7 +364,7 @@ def __gather_skin(blender_object, export_settings):
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return None
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# Skins and meshes must be in the same glTF node, which is different from how blender handles armatures
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return gltf2_blender_gather_skins.gather_skin(modifiers["ARMATURE"].object, blender_object, export_settings)
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return gltf2_blender_gather_skins.gather_skin(modifiers["ARMATURE"].object, export_settings)
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def __gather_weights(blender_object, export_settings):
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@ -33,6 +33,7 @@ from io_scene_gltf2.io.com.gltf2_io_debug import print_console
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@cached
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def gather_primitives(
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blender_mesh: bpy.types.Mesh,
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blender_object: Optional[bpy.types.Object],
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vertex_groups: Optional[bpy.types.VertexGroups],
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modifiers: Optional[bpy.types.ObjectModifiers],
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material_names: Tuple[str],
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"""
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primitives = []
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blender_primitives = __gather_cache_primitives(blender_mesh,
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blender_primitives = __gather_cache_primitives(blender_mesh, blender_object,
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vertex_groups, modifiers, export_settings)
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for internal_primitive in blender_primitives:
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@ -79,6 +80,7 @@ def gather_primitives(
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@cached
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def __gather_cache_primitives(
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blender_mesh: bpy.types.Mesh,
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blender_object: Optional[bpy.types.Object],
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vertex_groups: Optional[bpy.types.VertexGroups],
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modifiers: Optional[bpy.types.ObjectModifiers],
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export_settings
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@ -89,7 +91,7 @@ def __gather_cache_primitives(
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primitives = []
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blender_primitives = gltf2_blender_extract.extract_primitives(
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None, blender_mesh, vertex_groups, modifiers, export_settings)
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None, blender_mesh, blender_object, vertex_groups, modifiers, export_settings)
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for internal_primitive in blender_primitives:
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primitive = {
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@ -24,12 +24,11 @@ from io_scene_gltf2.blender.com import gltf2_blender_math
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@cached
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def gather_skin(blender_object, mesh_object, export_settings):
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def gather_skin(blender_object, export_settings):
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"""
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Gather armatures, bones etc into a glTF2 skin object.
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:param blender_object: the object which may contain a skin
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:param mesh_object: the mesh object to be deformed
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:param export_settings:
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:return: a glTF2 skin object
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"""
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@ -39,7 +38,7 @@ def gather_skin(blender_object, mesh_object, export_settings):
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return gltf2_io.Skin(
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extensions=__gather_extensions(blender_object, export_settings),
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extras=__gather_extras(blender_object, export_settings),
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inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, mesh_object, export_settings),
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inverse_bind_matrices=__gather_inverse_bind_matrices(blender_object, export_settings),
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joints=__gather_joints(blender_object, export_settings),
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name=__gather_name(blender_object, export_settings),
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skeleton=__gather_skeleton(blender_object, export_settings)
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@ -62,7 +61,7 @@ def __gather_extensions(blender_object, export_settings):
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def __gather_extras(blender_object, export_settings):
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return None
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def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings):
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def __gather_inverse_bind_matrices(blender_object, export_settings):
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axis_basis_change = mathutils.Matrix.Identity(4)
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if export_settings[gltf2_blender_export_keys.YUP]:
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axis_basis_change = mathutils.Matrix(
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@ -78,11 +77,10 @@ def __gather_inverse_bind_matrices(blender_object, mesh_object, export_settings)
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# traverse the matrices in the same order as the joints and compute the inverse bind matrix
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def __collect_matrices(bone):
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matrix_world = gltf2_blender_math.multiply(blender_object.matrix_world, mesh_object.matrix_world.inverted())
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inverse_bind_matrix = gltf2_blender_math.multiply(
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axis_basis_change,
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gltf2_blender_math.multiply(
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matrix_world,
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blender_object.matrix_world,
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bone.bone.matrix_local
|
||||
)
|
||||
).inverted()
|
||||
|
|
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Reference in New Issue