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Auto orient and character animations in motionsbuilder - Python
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#a script for removing all the keyframes on the root node | |
from pyfbsdk import * | |
import os.path, os, inspect, sys | |
# Find the animation node recurvesive by name. | |
def findAnimationNode( pName, pNode ): | |
lResult = None | |
lName = pName.split( '/' ) | |
for lNode in pNode.Nodes: | |
if lNode.Name == lName[0]: | |
if len( lName ) > 1: | |
lResult = findAnimationNode( pName.replace( '%s/' % lName[0], '' ), lNode ) | |
else: | |
lResult = lNode | |
return lResult | |
def copyAnimation(pSrc, pDst ): | |
for pName in [ 'Lcl Translation/X','Lcl Translation/Z','Lcl Rotation/X','Lcl Rotation/Y','Lcl Rotation/Z']: | |
lSrcNode = findAnimationNode( pName, pSrc.AnimationNode ) | |
lDstNode = findAnimationNode( pName, pDst.AnimationNode ) | |
if lSrcNode and lSrcNode.FCurve and lDstNode: | |
lDstNode.FCurve.KeyReplaceBy(lSrcNode.FCurve) | |
def ClearAnim( pNode ): | |
if pNode.FCurve: | |
pNode.FCurve.EditClear() | |
else: | |
for lNode in pNode.Nodes: | |
ClearAnim( lNode ) | |
# Cleanup | |
del( lNode ) | |
#List to populate character template | |
lScene = FBSystem().Scene | |
lSystem = FBSystem() | |
lcharactersList = FBSystem().Scene.Characters | |
lchar = lcharactersList[0] | |
#select the first character | |
lchar.Selected = True | |
#find a joint | |
jointsList = FBComponentList() | |
FBFindObjectsByName('Character1_Reference', jointsList, False, True) | |
rootJoint = jointsList[0]; | |
jointsList2 = FBComponentList() | |
FBFindObjectsByName('Character1_Hips', jointsList2, False, True) | |
hipsJoint = jointsList2[0]; | |
''' | |
Loop through all takes | |
for newTake in lSystem.Scene.Takes: | |
#Open next take | |
lSystem.CurrentTake = newTake | |
''' | |
#Set Time to 0 | |
lPlayer = FBPlayerControl() | |
lPlayer.Goto(FBTime(0, 0, 0, 0)) | |
rootJoint.Translation.SetAnimated(True) | |
rootJoint.Rotation.SetAnimated(True) | |
#clear the root joint | |
ClearAnim( rootJoint.AnimationNode ) | |
''' | |
#bake to the rig before making any transformations | |
''' | |
lOptions = FBPlotOptions() | |
lOptions.ConstantKeyReducerKeepOneKey = True | |
lOptions.PlotAllTakes = False | |
lOptions.PlotOnFrame = True | |
lOptions.PlotPeriod = FBTime( 0, 0, 0, 1 ) | |
lOptions.PlotTranslationOnRootOnly = True | |
lOptions.PreciseTimeDiscontinuities = True | |
lOptions.RotationFilterToApply = FBRotationFilter.kFBRotationFilterGimbleKiller | |
lOptions.UseConstantKeyReducer = False | |
lchar.PlotAnimation (FBCharacterPlotWhere.kFBCharacterPlotOnControlRig,lOptions ) | |
rootJoint.Translation = FBVector3d(0.0, 0.0, 0.0) | |
rootJoint.Rotation = FBVector3d(0.0, 0.0, 0.0) | |
''' | |
Bake back to skeleton | |
''' | |
## Plot the character animation to skeleton | |
lOptions = FBPlotOptions() | |
lOptions.ConstantKeyReducerKeepOneKey = True | |
lOptions.PlotAllTakes = False | |
lOptions.PlotOnFrame = True | |
lOptions.PlotPeriod = FBTime( 0, 0, 0, 1 ) | |
lOptions.PlotTranslationOnRootOnly = True | |
lOptions.PreciseTimeDiscontinuities = True | |
lOptions.RotationFilterToApply = FBRotationFilter.kFBRotationFilterGimbleKiller | |
lOptions.UseConstantKeyReducer = False | |
lchar.PlotAnimation (FBCharacterPlotWhere.kFBCharacterPlotOnSkeleton,lOptions ) | |
''' | |
#bake to the rig before making any transformations | |
''' | |
lOptions = FBPlotOptions() | |
lOptions.ConstantKeyReducerKeepOneKey = True | |
lOptions.PlotAllTakes = False | |
lOptions.PlotOnFrame = True | |
lOptions.PlotPeriod = FBTime( 0, 0, 0, 1 ) | |
lOptions.PlotTranslationOnRootOnly = True | |
lOptions.PreciseTimeDiscontinuities = True | |
lOptions.RotationFilterToApply = FBRotationFilter.kFBRotationFilterGimbleKiller | |
lOptions.UseConstantKeyReducer = False | |
lchar.PlotAnimation (FBCharacterPlotWhere.kFBCharacterPlotOnControlRig,lOptions ) | |
''' | |
#Find the Tranlation and Rotation nodes of the hips joint for frame 0 | |
''' | |
translateX = findAnimationNode( 'Lcl Translation/X', hipsJoint.AnimationNode ) | |
translateY = findAnimationNode( 'Lcl Translation/Y', hipsJoint.AnimationNode ) | |
translateZ = findAnimationNode( 'Lcl Translation/Z', hipsJoint.AnimationNode ) | |
rotateX = findAnimationNode( 'Lcl Rotation/Y', hipsJoint.AnimationNode ) | |
rotateY = findAnimationNode( 'Lcl Rotation/Y', hipsJoint.AnimationNode ) | |
rotateZ = findAnimationNode( 'Lcl Rotation/Y', hipsJoint.AnimationNode ) | |
xVal = translateX.FCurve.Keys[0].Value | |
yVal = translateY.FCurve.Keys[0].Value | |
zVal = translateZ.FCurve.Keys[0].Value | |
xRot = rotateX.FCurve.Keys[0].Value | |
yRot = rotateY.FCurve.Keys[0].Value | |
zRot = rotateZ.FCurve.Keys[0].Value | |
''' | |
Create new Animation Layer | |
''' | |
lSystem.CurrentTake.CreateNewLayer() | |
lCount = lSystem.CurrentTake.GetLayerCount() | |
lSystem.CurrentTake.GetLayer(lCount-1).Name= "PythonLayer1" | |
lSystem.CurrentTake.SetCurrentLayer(lCount-1) | |
''' | |
#Reposition the root joint to the hips coordinate on the Y Plane 0 | |
''' | |
rootJoint.Translation = FBVector3d(xVal, 0.0, zVal) | |
rootJoint.Rotation = FBVector3d(0.0, yRot, 0.0) | |
lPlayer.Key() | |
''' | |
Merge Layers | |
''' | |
layer0 = lSystem.CurrentTake.GetLayer(0) | |
layer0.SelectLayer(True, False) | |
layer1 = lSystem.CurrentTake.GetLayer(1) | |
layer1.SelectLayer(True, False) | |
lSystem.CurrentTake.MergeLayers(FBAnimationLayerMergeOptions.kFBAnimLayerMerge_SelectedLayer_CompleteScene, True, FBMergeLayerMode.kFBMergeLayerModeAutomatic) | |
''' | |
Bake back to skeleton | |
''' | |
## Plot the character animation to skeleton | |
lOptions = FBPlotOptions() | |
lOptions.ConstantKeyReducerKeepOneKey = True | |
lOptions.PlotAllTakes = False | |
lOptions.PlotOnFrame = True | |
lOptions.PlotPeriod = FBTime( 0, 0, 0, 1 ) | |
lOptions.PlotTranslationOnRootOnly = True | |
lOptions.PreciseTimeDiscontinuities = True | |
lOptions.RotationFilterToApply = FBRotationFilter.kFBRotationFilterGimbleKiller | |
lOptions.UseConstantKeyReducer = False | |
lchar.PlotAnimation (FBCharacterPlotWhere.kFBCharacterPlotOnSkeleton,lOptions ) | |
''' | |
Clear keyframes on the root joint | |
''' | |
ClearAnim( rootJoint.AnimationNode ) | |
''' | |
Move root to position and rotation 0,0,0 | |
''' | |
rootJoint.Translation = FBVector3d(0.0, 0.0, 0.0) | |
rootJoint.Rotation = FBVector3d(0.0, 0.0, 0.0) | |
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