| |
| from collections import defaultdict |
| from numpy import ndarray |
| from PIL import Image |
| from typing import Optional, Tuple, Dict, List |
|
|
| import bpy |
| import logging |
| import numpy as np |
| import os |
| import trimesh |
|
|
| from .abstract import AbstractParser |
| from ..info.asset import Asset |
| from mathutils import Vector, Matrix |
|
|
| class BpyParser(AbstractParser): |
| |
| @classmethod |
| def load(cls, filepath: str, **kwargs) -> Asset: |
| """ |
| Args: |
| |
| use_material: if False, do not try loading (baked) textures and vertex_colors. Default True. |
| |
| resolution: baked image resolution, default 512. |
| """ |
| clean_bpy() |
| load(filepath=filepath, **kwargs) |
|
|
| collection = bpy.data.collections.get("glTF_not_exported") |
| if collection is not None and collection.objects is not None: |
| for obj in list(collection.objects): |
| bpy.data.objects.remove(obj, do_unlink=True) |
|
|
| armature = get_armature() |
| if armature is None: |
| bones = None |
| joint_names = None |
| parents = None |
| lengths = None |
| matrix_world = np.eye(4) |
| matrix_local = None |
| matrix_basis = None |
| armature_name = None |
| else: |
| bones = armature.pose.bones |
| joint_names = [b.name for b in bones] |
| parents = [] |
| lengths = [] |
| matrix_world = np.array(armature.matrix_world) |
| |
| matrix_local = [] |
| for pbone in bones: |
| matrix_local.append(np.array(pbone.bone.matrix_local)) |
| parents.append(joint_names.index(pbone.parent.name) if pbone.parent is not None else -1) |
| lengths.append(pbone.bone.length) |
| matrix_local = np.stack(matrix_local, axis=0) |
| parents = np.array(parents, dtype=np.int32) |
| lengths = np.array(lengths, dtype=np.float32) |
| |
| matrix_basis = get_matrix_basis(armature, bones=bones) |
| armature_name = armature.name |
| mesh_dict = extract_mesh( |
| bones=bones, |
| use_material=kwargs.get('use_material', True), |
| resolution=kwargs.get('resolution', 512), |
| ) |
| |
| return Asset( |
| vertices=mesh_dict['vertices'], |
| faces=mesh_dict['faces'], |
| vertex_normals=mesh_dict['vertex_normals'], |
| face_normals=mesh_dict['face_normals'], |
| vertex_bias=mesh_dict['vertex_bias'], |
| face_bias=mesh_dict['face_bias'], |
| mesh_names=mesh_dict['mesh_names'], |
| joint_names=joint_names, |
| parents=parents, |
| lengths=lengths, |
| matrix_world=matrix_world, |
| matrix_local=matrix_local, |
| matrix_basis=matrix_basis, |
| armature_name=armature_name, |
| skin=mesh_dict['skin'], |
| uvs=mesh_dict['uvs'], |
| texture=mesh_dict['texture'], |
| texture_slot=mesh_dict['texture_slot'], |
| _vertex_colors=mesh_dict['_vertex_colors'], |
| have_texture=mesh_dict['have_texture'], |
| ) |
| |
| @classmethod |
| def export(cls, asset: Asset, filepath: str, **kwargs): |
| """ |
| If export obj, kwargs: |
| precision: int=6, number of decimal places for vertex coordinates |
| |
| Otherwise, export fbx/glb/gltf using bpy, kwargs: |
| extrude_scale: float=0.5, if there is no tails in asset, first calculate the average length between parents and sons, then the length of leaf bone is l*extrude_scale. Otherwise do not affect final results. |
| |
| connect_tail_to_unique_child: bool=False, if True, the tail of a bone with only one child will be exactly at the head of its child. |
| |
| extrude_from_parent: bool=False, if True, the orientation of the leaf bone will be the same as its parent. |
| |
| group_per_vertex: int=-1, number of the largest weights to keep for each vertex. -1 means keep all. |
| |
| add_root: bool=False, if True, add a root bone at (0, 0, 0). |
| |
| do_not_normalize: bool=False, if True, do not normalize the skinning weights. |
| |
| collection_name: str='new_collection', name of the new collection to store objects. |
| |
| add_leaf_bones: bool=False, if True, add a leaf bone at the end of each bone. |
| """ |
| ext = os.path.splitext(filepath)[1].lower() |
| if ext == '.obj': |
| cls.export_obj(asset, filepath, **kwargs) |
| elif ext == 'ply': |
| cls.export_ply(asset, filepath, **kwargs) |
| else: |
| cls.export_asset(asset, filepath, **kwargs) |
| |
| @classmethod |
| def export_obj( |
| cls, |
| asset: Asset, |
| filepath: str, |
| precision: int=6, |
| use_pc: bool=False, |
| use_normal: bool=False, |
| use_skeleton: bool=False, |
| normal_size: float=0.01, |
| ): |
| """ |
| Export the asset as an .obj file. This will ignore skeleton and skinning. |
| |
| Args: |
| use_normal: export normals |
| |
| use_skeleton: export skeleton |
| """ |
| asset._build_bias() |
| if asset.vertices is None or asset.vertex_bias is None: |
| raise ValueError("do not have vertices or vertex_bias") |
| if use_normal and asset.vertex_normals is None: |
| raise ValueError("use_normal is True but do not have vertex_normals") |
| if not filepath.lower().endswith('.obj'): |
| filepath += ".obj" |
| faces = asset.faces |
| mesh_names = asset.mesh_names |
| if mesh_names is None: |
| mesh_names = [f"mesh_{i}" for i in range(asset.P)] |
| cls._safe_make_dir(filepath) |
| file = open(filepath, 'w') |
| lines = [] |
| tot = 0 |
| if use_skeleton: |
| raise NotImplementedError() |
| for i, mesh_name in enumerate(mesh_names): |
| lines.append(f'o {mesh_name}\n') |
| if use_normal: |
| s = asset.get_vertex_slice(i) |
| for v, n in zip(asset.vertices[s], asset.vertex_normals[s]): |
| vv = v + n * normal_size |
| lines.append(f'v {v[0]:.{precision}f} {v[2]:.{precision}f} {-v[1]:.{precision}f}\n') |
| lines.append(f'v {vv[0]:.{precision}f} {vv[2]:.{precision}f} {-vv[1]:.{precision}f}\n') |
| lines.append(f'v {vv[0]:.{precision}f} {vv[2]:.{precision}f} {-vv[1]+0.000001:.{precision}f}\n') |
| lines.append(f"f {tot+1} {tot+2} {tot+3}\n") |
| tot += 3 |
| else: |
| for v in asset.vertices[asset.get_vertex_slice(i)]: |
| lines.append(f'v {v[0]:.{precision}f} {v[2]:.{precision}f} {-v[1]:.{precision}f}\n') |
| if faces is not None and use_pc == False: |
| for f in faces[asset.get_face_slice(i)]: |
| lines.append(f"f {f[0]+1} {f[1]+1} {f[2]+1}\n") |
| file.writelines(lines) |
| file.close() |
| |
| @classmethod |
| def export_ply( |
| cls, |
| asset: Asset, |
| filepath: str, |
| use_pc: bool=False, |
| render_skin_id: Optional[int]=None, |
| ): |
| """ |
| Export the asset as an .ply file. This will ignore skeleton and skinning. |
| """ |
| import open3d as o3d |
| asset._build_bias() |
| if asset.vertices is None or asset.vertex_bias is None: |
| raise ValueError("do not have vertices or vertex_bias") |
| if not filepath.lower().endswith('.ply'): |
| filepath += ".ply" |
| faces = asset.faces |
| if use_pc: |
| faces = None |
| mesh_names = asset.mesh_names |
| if mesh_names is None: |
| mesh_names = [f"mesh_{i}" for i in range(asset.P)] |
| cls._safe_make_dir(filepath) |
| |
| if render_skin_id is not None: |
| if asset.skin is None: |
| raise ValueError("render_skin_id is not None, but skin of asset is None") |
| t = asset.skin[:, render_skin_id] |
| colors = np.stack([ |
| np.clip(1.5*t-0.5, 0, 1), |
| np.clip(1.5-np.abs(2*t-1), 0, 1), |
| np.clip(1-1.5*t, 0, 1), |
| ], axis=1) |
| else: |
| colors = None |
| if faces is None: |
| pcd = o3d.geometry.PointCloud() |
| pcd.points = o3d.utility.Vector3dVector(asset.vertices) |
| if colors is not None: |
| pcd.colors = o3d.utility.Vector3dVector(colors) |
| o3d.io.write_point_cloud(filepath, pcd) |
| else: |
| mesh = o3d.geometry.TriangleMesh() |
| mesh.vertices = o3d.utility.Vector3dVector(asset.vertices) |
| mesh.triangles = o3d.utility.Vector3iVector(faces) |
| if colors is not None: |
| mesh.vertex_colors = o3d.utility.Vector3dVector(colors) |
| o3d.io.write_triangle_mesh(filepath, mesh) |
| |
| @classmethod |
| def export_asset(cls, asset: Asset, filepath: str, do_not_export: bool=False, **kwargs): |
| clean_bpy() |
| images = kwargs.pop('images', None) |
| x_offset = kwargs.pop('x_offset', 0) |
| collection = make_asset(asset=asset, **kwargs) |
| if do_not_export == True: |
| return |
| if images is not None: |
| if isinstance(images, ndarray) and images.ndim==4: |
| images = [images[i] for i in range(images.shape[0])] |
| if not isinstance(images, list): |
| images = [images] |
| add_images_as_planes( |
| images=images, |
| collection=collection, |
| y=1, |
| z_offset=2, |
| plane_half_size=1, |
| x_offset=x_offset, |
| x_stride=2, |
| ) |
| cls._safe_make_dir(filepath) |
| |
| _, ext = os.path.splitext(filepath) |
| ext = ext.lower()[1:] |
| if ext == 'fbx': |
| if asset.joints is not None and asset.matrix_basis is not None: |
| logging.warning("Exporting animation, but fbx format is deprecated because the rest pose will not be exported in bpy4.2. Use glb/gltf format instead. See: https://blender.stackexchange.com/questions/273398/blender-export-fbx-lose-the-origin-rest-pose.") |
| export_dir = os.path.join("tmp_bpy", os.path.dirname(filepath)) |
| os.makedirs(export_dir, exist_ok=True) |
| for img in bpy.data.images: |
| if img.source == 'GENERATED' or img.filepath == '': |
| img_path = os.path.join(export_dir, img.name + ".png") |
| img.filepath_raw = img_path |
| img.file_format = 'PNG' |
| img.save() |
| bpy.ops.export_scene.fbx(filepath=filepath, check_existing=False, add_leaf_bones=kwargs.get('add_leaf_bones', False), path_mode='COPY', embed_textures=True, mesh_smooth_type="FACE") |
| elif ext == 'glb' or ext == 'gltf': |
| bpy.ops.export_scene.gltf(filepath=filepath) |
| elif ext == 'blend': |
| import math |
| for w in bpy.context.window_manager.windows: |
| for a in w.screen.areas: |
| if a.type == 'VIEW_3D': |
| a.spaces.active.shading.type = 'MATERIAL' |
| for region in a.regions: |
| if region.type != 'WINDOW': |
| continue |
| rv3d = a.spaces.active.region_3d |
| rv3d.view_perspective = 'ORTHO' |
| from mathutils import Quaternion |
| rv3d.view_rotation = Quaternion( |
| (1, 0, 0), |
| math.pi / 2 |
| ) |
| center=(0.0, 1.0, 0.0) |
| distance=10.0 |
| rv3d.view_location = Vector(center) |
| rv3d.view_distance = distance |
| bpy.ops.wm.save_as_mainfile(filepath=filepath) |
| else: |
| raise ValueError(f"Unsupported format: {ext}") |
| |
| @classmethod |
| def _safe_make_dir(cls, path: str): |
| if os.path.dirname(path) == '': |
| return |
| os.makedirs(os.path.dirname(path), exist_ok=True) |
|
|
| def clean_bpy(): |
| """Clean all the data in bpy.""" |
| bpy.ops.outliner.orphans_purge(do_local_ids=True, do_linked_ids=True, do_recursive=True) |
| data_types = [ |
| bpy.data.actions, |
| bpy.data.armatures, |
| bpy.data.cameras, |
| bpy.data.collections, |
| bpy.data.curves, |
| bpy.data.images, |
| bpy.data.lights, |
| bpy.data.materials, |
| bpy.data.meshes, |
| bpy.data.objects, |
| bpy.data.textures, |
| bpy.data.worlds, |
| bpy.data.node_groups, |
| ] |
| for data_collection in data_types: |
| for item in data_collection: |
| data_collection.remove(item) |
|
|
| def load(filepath: str, **kwargs): |
| """Load a 3D file into bpy.""" |
| _, ext = os.path.splitext(filepath) |
| ext = ext.lower()[1:] |
| if not os.path.exists(filepath): |
| raise RuntimeError(f"file does not exist: {filepath}") |
| |
| if ext == "obj": |
| bpy.ops.wm.obj_import(filepath=filepath) |
| elif ext == "fbx": |
| bpy.ops.import_scene.fbx( |
| filepath=filepath, |
| ignore_leaf_bones=kwargs.get('ignore_leaf_bones', False), |
| use_image_search=kwargs.get('use_image_search', False), |
| ) |
| elif ext == "glb" or ext == "gltf": |
| bpy.ops.import_scene.gltf(filepath=filepath) |
| |
| col_name = "glTF_not_exported" |
| if col_name in bpy.data.collections: |
| col = bpy.data.collections[col_name] |
| for obj in col.objects: |
| bpy.data.objects.remove(obj, do_unlink=True) |
| bpy.data.collections.remove(col) |
|
|
| elif ext == "dae": |
| bpy.ops.wm.collada_import(filepath=filepath) |
| elif ext == "blend": |
| with bpy.data.libraries.load(filepath) as (data_from, data_to): |
| data_to.objects = data_from.objects |
| for obj in data_to.objects: |
| if obj is not None: |
| bpy.context.collection.objects.link(obj) |
| elif ext == "bvh": |
| bpy.ops.import_anim.bvh(filepath=filepath) |
| else: |
| raise ValueError(f"unsupported type: {ext}") |
|
|
| def get_armature(): |
| """Get the armature object in the current scene.""" |
| armatures = [obj for obj in bpy.context.scene.objects if obj.type == 'ARMATURE'] |
| if len(armatures) == 0: |
| return None |
| return armatures[0] |
|
|
| def get_all_shader_nodes(meshes, resolution: int) -> Tuple[Dict, ndarray]: |
| name_to_image = {} |
| have_texture = [] |
| order = [] |
| for obj in meshes: |
| order.append(obj.name) |
| mesh = obj.data |
| |
| if len(mesh.uv_layers) == 0: |
| have_texture.append(False) |
| continue |
| ok = False |
| for slot in obj.material_slots: |
| material = slot.material |
| if material.name in name_to_image: |
| ok = True |
| continue |
| if material is None or material.node_tree is None: |
| continue |
| node_tree = material.node_tree |
| nodes = node_tree.nodes |
| links = node_tree.links |
| |
| for node in nodes: |
| |
| |
| if node.type == "BSDF_PRINCIPLED": |
| base_input = node.inputs["Base Color"] |
| if not base_input.is_linked: |
| continue |
| diffuse_node = nodes.new("ShaderNodeBsdfDiffuse") |
| diffuse_node.location = node.location |
| link = base_input.links[0] |
| links.new(link.from_socket, diffuse_node.inputs["Color"]) |
| for out_link in node.outputs["BSDF"].links: |
| links.new(diffuse_node.outputs["BSDF"], out_link.to_socket) |
| nodes.remove(node) |
| |
| image = bpy.data.images.new("tmp_bake", resolution, resolution) |
| tex_node = nodes.new("ShaderNodeTexImage") |
| tex_node.image = image |
| nodes.active = tex_node |
| name_to_image[material.name] = image |
| ok = True |
| have_texture.append(ok) |
| have_texture = np.array(have_texture, dtype=bool) |
| return name_to_image, have_texture |
|
|
| def get_vertex_colors(mesh) -> ndarray|None: |
| N = len(mesh.vertices) |
| v_vertex_group = None |
| if len(mesh.color_attributes) > 0: |
| vcol = mesh.color_attributes[0] |
| v_vertex_group = np.ones((N, 3), dtype=np.float32) |
| for loop_idx, loop in enumerate(mesh.loops): |
| r, g, b, a = vcol.data[loop_idx].color |
| v_vertex_group[loop.vertex_index] = [r, g, b] |
| return v_vertex_group |
| else: |
| return None |
|
|
| def get_all_texture_correspondence(meshes, name_to_image: Dict) -> Tuple[Dict[str, ndarray], Dict[str, ndarray]]: |
| name_to_id = {s: [] for s in name_to_image} |
| name_to_uv = {s: [] for s in name_to_image} |
| tri_index = 0 |
| tot = 0 |
| for obj in meshes: |
| mesh = obj.data |
| if len(mesh.uv_layers) == 0: |
| continue |
| uv_layer = mesh.uv_layers.active.data |
| for poly in mesh.polygons: |
| if len(obj.material_slots)==0: |
| continue |
| mat = obj.material_slots[poly.material_index].material |
| if mat.name not in name_to_image: |
| continue |
| start = poly.loop_start |
| total = poly.loop_total |
| v0 = start |
| for v1 in range(start+1, start+total-1): |
| v2 = v1 + 1 |
| def f(i): |
| nonlocal tri_index, tot |
| uv = uv_layer[i].uv |
| name_to_id[mat.name].append(tot) |
| name_to_uv[mat.name].append([uv.x%1.0, uv.y%1.0]) |
| tri_index += 1 |
| tot += 1 |
| f(v0) |
| f(v1) |
| f(v2) |
| name_to_id = {s: np.array(name_to_id[s], dtype=np.int32) for s in name_to_id} |
| name_to_uv = {s: np.stack(name_to_uv[s], dtype=np.float32) if len(name_to_uv[s]) > 0 else np.zeros((0, 2), dtype=np.float32) for s in name_to_uv} |
| |
| return name_to_id, name_to_uv |
|
|
| def extract_mesh(bones=None, use_material: bool=True, resolution: int=512): |
| """ |
| Extract vertices, face_normals, faces and skinning(if possible). |
| """ |
| meshes = [] |
| for v in bpy.data.objects: |
| if v.type == 'MESH': |
| |
| if np.abs(np.linalg.det(np.array(v.matrix_world)))**0.333333333333 < 1e-6: |
| continue |
| if v.parent is not None: |
| if np.abs(np.linalg.det(np.array(v.parent.matrix_world)))**0.333333333333 < 1e-6: |
| continue |
| meshes.append(v) |
| |
| index = {} |
| if bones is not None: |
| for (id, pbone) in enumerate(bones): |
| index[pbone.name] = id |
| total_bones = len(bones) |
| else: |
| total_bones = None |
| |
| mesh_names_list = [] |
| vertices_list = [] |
| faces_list = [] |
| skin_list = [] |
| vertex_bias = [] |
| face_bias = [] |
| cur_vertex_bias = 0 |
| cur_face_bias = 0 |
| for obj in meshes: |
| |
| if obj.parent is not None: |
| m = np.linalg.inv(np.array(obj.parent.matrix_world)) @ np.array(obj.matrix_world) |
| else: |
| m = np.eye(4) |
| matrix_world_rot = m[:3, :3] |
| matrix_world_bias = m[:3, 3] |
| rot = matrix_world_rot |
| total_vertices = len(obj.data.vertices) |
| vertices = np.zeros((3, total_vertices)) |
| if total_bones is not None: |
| skin_weight = np.zeros((total_vertices, total_bones)) |
| else: |
| skin_weight = np.zeros((1, 1)) |
| obj_verts = obj.data.vertices |
| obj_group_names = [g.name for g in obj.vertex_groups] |
| |
| |
| faces = [] |
| normals = [] |
| loops = obj.data.loops |
| polygons = obj.data.polygons |
| for poly in polygons: |
| start = poly.loop_start |
| total = poly.loop_total |
| verts = [loops[i].vertex_index for i in range(start, start + total)] |
| v0 = verts[0] |
| n = rot @ poly.normal |
| for v1, v2 in zip(verts[1:], verts[2:]): |
| faces.append((v0, v1, v2)) |
| normals.append(n) |
|
|
| faces = np.asarray(faces, dtype=np.int32).reshape(-1, 3) |
| normals = np.asarray(normals, dtype=np.float32).reshape(-1, 3) |
| |
| vg_lut = {} |
| for v in obj_verts: |
| for g in v.groups: |
| vg_lut[(v.index, g.group)] = g.weight |
| |
| coords = np.array([v.co for v in obj_verts]).reshape(-1, 3) |
| rot_np = np.array(rot) |
| coords = (rot_np @ coords.T).T + matrix_world_bias |
| |
| vertices[0:3, :coords.shape[0]] = coords.T |
| |
| |
| if bones is not None: |
| for bone in bones: |
| if bone.name not in obj_group_names: |
| continue |
| gidx = obj.vertex_groups[bone.name].index |
| col = index[bone.name] |
| for v in obj_verts: |
| w = vg_lut.get((v.index, gidx)) |
| if w is not None: |
| skin_weight[v.index, col] = w |
| |
| vertices = vertices.T |
| mesh_names_list.append(obj.name) |
| vertices_list.append(vertices) |
| faces_list.append(faces+cur_vertex_bias) |
| if total_bones is not None: |
| skin_list.append(skin_weight) |
| cur_vertex_bias += len(vertices) |
| cur_face_bias += len(faces) |
| vertex_bias.append(cur_vertex_bias) |
| face_bias.append(cur_face_bias) |
| |
| vertices = np.vstack(vertices_list) if len(vertices_list) > 0 else np.zeros((0, 3), dtype=np.float32) |
| faces = np.vstack(faces_list) if len(faces_list) > 0 else np.zeros((0, 3), dtype=np.int32) |
| mesh = trimesh.Trimesh(vertices=vertices, faces=faces, process=False, maintain_order=True) |
| vertex_normals = mesh.vertex_normals |
| face_normals = mesh.face_normals |
| |
| uvs = None |
| texture = None |
| texture_slot = None |
| _vertex_colors = None |
| have_texture = None |
| if use_material and len(meshes) > 0: |
| name_to_image, have_texture = get_all_shader_nodes(meshes, resolution=resolution) |
| else: |
| name_to_image = {} |
| have_texture = {} |
| if len(name_to_image) > 0: |
| name_to_id, name_to_uv = get_all_texture_correspondence(meshes, name_to_image) |
| bpy.ops.object.select_all(action='DESELECT') |
| for obj in meshes: |
| obj.select_set(True) |
| bpy.context.view_layer.objects.active = meshes[0] |
| if bpy.context.mode != 'OBJECT': |
| bpy.ops.object.mode_set(mode='OBJECT') |
| |
| |
| for obj in meshes: |
| mesh = obj.data |
| if len(mesh.uv_layers) == 0: |
| continue |
| uv_layer = mesh.uv_layers.active.data |
| for loop_uv in uv_layer: |
| u, v = loop_uv.uv |
| loop_uv.uv = (u % 1.0, v % 1.0) |
| |
| |
| for i in range(len(have_texture)): |
| if not have_texture[i]: |
| v = get_vertex_colors(meshes[i].data) |
| if _vertex_colors is None: |
| _vertex_colors = np.ones((vertices.shape[0], 3), dtype=np.float32) |
| if i == 0: |
| _vertex_colors[:vertex_bias[0]] = v |
| else: |
| _vertex_colors[vertex_bias[i-1]:vertex_bias[i]] = v |
| _vertex_colors = np.nan_to_num(_vertex_colors) if _vertex_colors is not None else None |
|
|
| |
| bpy.context.scene.render.engine = 'CYCLES' |
| bpy.context.scene.cycles.bake_type = 'DIFFUSE' |
| bpy.context.scene.render.bake.use_pass_direct = False |
| bpy.context.scene.render.bake.use_pass_indirect = False |
| bpy.context.scene.render.bake.use_pass_color = True |
| |
| valid_objects = [ |
| obj for obj in bpy.context.selected_objects |
| if obj.type == 'MESH' and obj.data.uv_layers |
| ] |
| bpy.ops.object.select_all(action='DESELECT') |
| for obj in valid_objects: |
| obj.select_set(True) |
| if valid_objects: |
| bpy.context.view_layer.objects.active = valid_objects[0] |
| try: |
| bpy.ops.object.bake(type='DIFFUSE') |
| except: |
| logging.warning("Baking failed!!!") |
| |
| bpy.ops.object.select_all(action='DESELECT') |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| bpy.ops.object.select_all(action='DESELECT') |
| |
| |
| images = [] |
| where = {} |
| for name, img in name_to_image.items(): |
| where[name] = len(images) |
| images.append(img) |
| |
| num_images = len(images) |
| texture = np.ones((resolution, resolution*num_images, 3), dtype=np.float32) |
| texture_slot = np.zeros(len(faces)*3, dtype=np.int32) |
| uvs = np.zeros((len(faces)*3, 2), dtype=np.float32) |
| for i, img in enumerate(images): |
| pixels = np.array(img.pixels[:], dtype=np.float32) |
| pixels = pixels.reshape(resolution, resolution, 4)[..., :3] |
| texture[:, i*resolution:(i+1)*resolution, :] = pixels |
| |
| for name in name_to_id: |
| id = name_to_id[name] |
| uv = name_to_uv[name] |
| pos = where[name] |
| uv[:, 0] = uv[:, 0] / num_images + pos / num_images |
| uvs[id] = uv |
| texture_slot[id] = pos |
| uvs = uvs % 1.0 |
| |
| return { |
| 'mesh_names': np.array(mesh_names_list), |
| 'vertices': vertices, |
| 'faces': faces, |
| 'face_normals': face_normals, |
| 'vertex_normals': vertex_normals, |
| 'skin': np.vstack(skin_list) if len(skin_list) > 0 else None, |
| 'vertex_bias': np.array(vertex_bias), |
| 'face_bias': np.array(face_bias), |
| 'uvs': uvs, |
| 'texture': texture, |
| 'texture_slot': texture_slot, |
| '_vertex_colors': _vertex_colors, |
| 'have_texture': have_texture, |
| } |
|
|
| def get_matrix_basis(armature, bones=None): |
| if bones is None or len(bones) == 0: |
| return None |
| actions = bpy.data.actions |
| if actions is None or len(actions) == 0: |
| return None |
| J = len(bones) |
| all_frames = [] |
| |
| if not hasattr(armature, 'animation_data') or armature.animation_data is None: |
| return None |
| orig_action = armature.animation_data.action |
| for action in actions: |
| armature.animation_data.action = action |
| start = int(action.frame_range[0]) |
| end = int(action.frame_range[1]) |
| for frame in range(start, end + 1): |
| bpy.context.scene.frame_set(frame) |
| mat = np.zeros((J, 4, 4), dtype=np.float32) |
| for j, pbone in enumerate(bones): |
| mat[j] = np.array(pbone.matrix_basis) |
| all_frames.append(mat) |
| armature.animation_data.action = orig_action |
| m = np.stack(all_frames, axis=0) |
| |
| mask = np.linalg.det(m[..., :3, :3]) > 1e-6 |
| m[~mask] = np.eye(4) |
| m[..., :3, :3] = m[..., :3, :3] / np.linalg.norm(m[..., :3, :3], axis=-2, keepdims=True) |
| return m |
|
|
| |
| |
| |
| def _to_rgb_uint8(img): |
| """PIL.Image or np.ndarray -> (H, W, 3) uint8""" |
| if isinstance(img, Image.Image): |
| img = np.array(img) |
| if img.ndim == 2: |
| img = np.repeat(img[..., None], 3, axis=-1) |
| elif img.ndim == 3: |
| |
| if img.shape[2] == 1: |
| img = np.repeat(img, 3, axis=-1) |
| elif img.shape[2] == 4: |
| img = img[..., :3] |
| assert img.ndim == 3 and img.shape[2] == 3 |
| return img.astype(np.uint8) |
|
|
| def _create_plane_mesh(name: str, x: float, y: float, z: float, x_offset: float, z_offset: float, collection): |
| """(-x+offset, y, -z+offset) to (x+offset, y, z+offset)""" |
| mesh = bpy.data.meshes.new(name) |
| verts = [ |
| (-x+x_offset, y, z+z_offset), |
| ( x+x_offset, y, z+z_offset), |
| ( x+x_offset, y, -z+z_offset), |
| (-x+x_offset, y, -z+z_offset), |
| ] |
| mesh.from_pydata(verts, [], [(0, 1, 2, 3)]) |
| mesh.update() |
| mesh.uv_layers.new(name="UVMap") |
| uv_data = mesh.uv_layers.active.data |
| uv_data[0].uv = (0.0, 0.0) |
| uv_data[1].uv = (1.0, 0.0) |
| uv_data[2].uv = (1.0, 1.0) |
| uv_data[3].uv = (0.0, 1.0) |
| obj = bpy.data.objects.new(name, mesh) |
| collection.objects.link(obj) |
| return obj |
|
|
| def _create_material_from_np(name, img_np): |
| h, w, _ = img_np.shape |
| rgba = np.ones((h, w, 4), dtype=np.uint8) * 255 |
| rgba[..., :3] = img_np |
| img = bpy.data.images.new( |
| name=name, |
| width=w, |
| height=h, |
| alpha=False, |
| float_buffer=False, |
| ) |
| img.pixels = (rgba.reshape(-1) / 255.0).tolist() |
| mat = bpy.data.materials.new(name + "_mat") |
| mat.use_nodes = True |
| nodes = mat.node_tree.nodes |
| links = mat.node_tree.links |
| nodes.clear() |
| tex = nodes.new("ShaderNodeTexImage") |
| tex.image = img |
| bsdf = nodes.new("ShaderNodeBsdfPrincipled") |
| out = nodes.new("ShaderNodeOutputMaterial") |
| links.new(tex.outputs["Color"], bsdf.inputs["Base Color"]) |
| links.new(bsdf.outputs["BSDF"], out.inputs["Surface"]) |
| img.pack() |
| return mat |
|
|
| def add_images_as_planes( |
| images, |
| collection, |
| y: float=1.0, |
| x_offset: float=0.0, |
| z_offset: float=2.0, |
| plane_half_size: float=1.0, |
| x_stride: float=2.0, |
| ): |
| for i, img in enumerate(images): |
| rgb = _to_rgb_uint8(img) |
| obj = _create_plane_mesh( |
| name=f"ImagePlane_{i}", |
| x=plane_half_size, |
| y=y, |
| z=plane_half_size, |
| x_offset=i*x_stride+x_offset, |
| z_offset=z_offset, |
| collection=collection, |
| ) |
| mat = _create_material_from_np(f"Image_{i}", rgb) |
| obj.data.materials.append(mat) |
|
|
| |
| |
| |
|
|
| def set_vertex_colors(mesh, vertex_colors, layer_name: str="vertex_colors", mat_name: str="mat_vertex_colors"): |
| mesh.materials.clear() |
| vcol = mesh.color_attributes.new(name=layer_name, type="BYTE_COLOR", domain="POINT") |
| if vcol is not None: |
| assert len(mesh.vertices) == len(vertex_colors), "length of vertex_colors does not match mesh.vertices" |
| for j in range(len(vertex_colors)): |
| r, g, b = vertex_colors[j] |
| vcol.data[j].color = (r, g, b, 1.0) |
| mat = bpy.data.materials.new(mat_name) |
| mat.use_nodes = True |
| |
| nt = mat.node_tree |
| nodes = nt.nodes |
| links = nt.links |
| nodes.clear() |
| |
| attr_node = nodes.new("ShaderNodeAttribute") |
| attr_node.attribute_name = layer_name |
| attr_node.location = (-600, 0) |
| |
| bsdf = nodes.new("ShaderNodeBsdfPrincipled") |
| bsdf.location = (-300, 0) |
| |
| output = nodes.new("ShaderNodeOutputMaterial") |
| output.location = (0, 0) |
| |
| links.new(attr_node.outputs["Color"], bsdf.inputs["Base Color"]) |
| links.new(bsdf.outputs["BSDF"], output.inputs["Surface"]) |
| |
| mesh.materials.append(mat) |
| mesh.update() |
|
|
| |
| def set_texture(meshes, uvs: ndarray, texture: ndarray, slots: ndarray, have_texture: ndarray, uv_name: str="uv", mat_name: str="mat"): |
| assert uvs.shape[0] == slots.shape[0] |
| |
| h, w_full, _ = texture.shape |
| num_images = w_full // h |
| if num_images == 0: |
| return |
| w = w_full // num_images |
| |
| images = [] |
| materials = [] |
| for i in range(num_images): |
| image = bpy.data.images.new( |
| name=f"{mat_name}_{i}", |
| width=w, |
| height=h, |
| ) |
| |
| rgba = np.ones((h, w, 4), dtype=np.float32) |
| rgba[:, :, :3] = texture[:, i*w:(i+1)*w, :] |
| image.pixels = rgba.flatten() |
| images.append(image) |
| |
| mat = bpy.data.materials.new(f"{mat_name}_{i}") |
| mat.use_nodes = True |
| |
| nt = mat.node_tree |
| nodes = nt.nodes |
| links = nt.links |
| nodes.clear() |
| |
| tex_node = nodes.new("ShaderNodeTexImage") |
| tex_node.image = image |
| tex_node.location = (-600, 0) |
| |
| bsdf = nodes.new("ShaderNodeBsdfPrincipled") |
| bsdf.location = (-300, 0) |
| |
| output = nodes.new("ShaderNodeOutputMaterial") |
| output.location = (0, 0) |
| |
| links.new(tex_node.outputs["Color"], bsdf.inputs["Base Color"]) |
| links.new(bsdf.outputs["BSDF"], output.inputs["Surface"]) |
| |
| materials.append(mat) |
| |
| tri_index = 0 |
| for i, mesh in enumerate(meshes): |
| if not have_texture[i]: |
| |
| for poly in mesh.polygons: |
| start = poly.loop_start |
| total = poly.loop_total |
| tri_index += (total-2) * 3 |
| continue |
| mesh.materials.clear() |
| |
| for mat in materials: |
| mesh.materials.append(mat) |
| while len(mesh.uv_layers) > 0: |
| mesh.uv_layers.remove(mesh.uv_layers[0]) |
| uv_layer = mesh.uv_layers.new(name=uv_name) |
| mesh.uv_layers.active = uv_layer |
| uv_data = uv_layer.data |
| |
| for poly in mesh.polygons: |
| start = poly.loop_start |
| total = poly.loop_total |
| |
| loops = list(range(start, start + total)) |
| v0 = loops[0] |
| first_slot = slots[tri_index] |
| if first_slot >= num_images: |
| first_slot = 0 |
| poly.material_index = first_slot |
| for i in range(1, total - 1): |
| v1 = loops[i] |
| v2 = loops[i + 1] |
| for loop_id in (v0, v1, v2): |
| u, v = uvs[tri_index] |
| u = u * num_images - poly.material_index |
| uv_data[loop_id].uv = (u, v) |
| tri_index += 1 |
| mesh.update() |
|
|
| def make_asset( |
| asset: Asset, |
| extrude_scale: float=0.5, |
| connect_tail_to_unique_child: bool=False, |
| extrude_from_parent: bool=False, |
| use_simple_tails: bool=False, |
| group_per_vertex: int=-1, |
| add_root: bool=False, |
| do_not_normalize: bool=False, |
| collection_name: str='new_collection', |
| use_vertices: bool=True, |
| use_faces: bool=True, |
| use_animation: bool=True, |
| use_material: bool=True, |
| ): |
| """ |
| Args: |
| |
| extrude_scale: float=0.5, if there is no tails in asset, first calculate the average length between parents and sons, then the length of leaf bone is l*extrude_scale. Otherwise do not affect final results. |
| |
| connect_tail_to_unique_child: bool=False, if True, the tail of a bone with only one child will be exactly at the head of its child. |
| |
| extrude_from_parent: bool=False, if True, the orientation of the leaf bone will be the same as its parent. |
| |
| use_simple_tails: if True, add tails along the axis. |
| |
| group_per_vertex: int=-1, number of the largest weights to keep for each vertex. -1 means keep all. |
| |
| add_root: bool=False, if True, add a root bone at (0, 0, 0). |
| |
| do_not_normalize: bool=False, if True, do not normalize the skinning weights. |
| |
| collection_name: str='new_collection', name of the new collection to store objects. |
| |
| use_vertices: bool=True, if False, do not export vertices. |
| |
| use_faces: bool=True, if False, do not export faces. |
| |
| use_animation: bool=True, if False, do not export animation. |
| |
| use_material: bool=True, if False, do not export material. |
| """ |
| |
| def to_matrix(x: ndarray): |
| return Matrix((x[0, :], x[1, :], x[2, :], x[3, :])) |
| |
| collection = bpy.data.collections.new(collection_name) |
| bpy.context.scene.collection.children.link(collection) |
| |
| |
| objects = [] |
| if use_vertices and asset.vertices is not None: |
| if asset.mesh_names is not None: |
| mesh_names = asset.mesh_names |
| else: |
| mesh_names = [f"mesh_{i}" for i in range(asset.P)] |
| |
| meshes = [] |
| for i in range(asset.P): |
| mesh = bpy.data.meshes.new(mesh_names[i]) |
| meshes.append(mesh) |
| v = asset.vertices[asset.get_vertex_slice(i)] |
| if not use_faces or (asset.faces is None or asset.face_bias is None or asset.vertex_bias is None): |
| mesh.from_pydata(v, [], []) |
| else: |
| if i == 0: |
| mesh.from_pydata(v, [], asset.faces[asset.get_face_slice(i)]) |
| else: |
| mesh.from_pydata(v, [], asset.faces[asset.get_face_slice(i)]-asset.vertex_bias[i-1]) |
| if use_material and asset._vertex_colors is not None: |
| if asset.have_texture is None or not asset.have_texture[i]: |
| set_vertex_colors(mesh, asset._vertex_colors[asset.get_vertex_slice(i)], layer_name=f"vcol_{i}", mat_name=f"mat_vcol_{i}") |
| mesh.update() |
| |
| |
| object = bpy.data.objects.new(mesh_names[i], mesh) |
| objects.append(object) |
| |
| |
| collection.objects.link(object) |
| if use_material and asset.uvs is not None and asset.texture is not None and asset.texture_slot is not None and asset.have_texture is not None: |
| set_texture(meshes, asset.uvs, asset.texture, asset.texture_slot, asset.have_texture) |
| |
| |
| armature = None |
| armature_name = 'Armature' |
| joint_names = asset.joint_names if asset.joint_names is not None else [f"bone_{i}" for i in range(asset.J)] |
| if asset.joints is not None and asset.parents is not None: |
| |
| joints = asset.joints |
| length_sum = 0. |
| sons = defaultdict(list) |
| for i in range(len(asset.parents)): |
| p = asset.parents[i] |
| if p == -1: |
| continue |
| sons[p].append(i) |
| length_sum += np.linalg.norm(joints[i] - joints[p]) |
| if asset.J <= 1: |
| length = 1.0 |
| else: |
| length_avg = length_sum / max(len(asset.parents) - 1, 1) |
| length = length_avg * extrude_scale |
| |
| tails = asset.tails |
| if use_simple_tails and tails is None: |
| asset.lengths = np.ones((asset.J)) * length |
| tails = asset.tails |
| connect_tail_to_unique_child = False |
| extrude_from_parent = False |
| if tails is None: |
| tails = joints.copy() |
| connect_tail_to_unique_child = True |
| extrude_from_parent = True |
| |
| root_tail = False |
| root_id = asset.root |
| |
| for i in range(len(asset.parents)): |
| p = asset.parents[i] |
| if p == -1: |
| continue |
| d = np.linalg.norm(joints[i] - joints[p]) |
| if d <= length * 1e-2: |
| max_d = max(length, 1e-5) |
| joints[i] += np.random.randn(3) * max_d * 1e-2 |
| if connect_tail_to_unique_child: |
| for i in range(len(asset.parents)): |
| if len(sons[i]) == 1: |
| child = sons[i][0] |
| tails[i] = joints[child] |
| if root_id == i: |
| root_tail = True |
| |
| if extrude_from_parent: |
| for i in range(len(asset.parents)): |
| if len(sons[i]) != 1 and asset.parents[i] != -1: |
| p = asset.parents[i] |
| d = joints[i] - joints[p] |
| if np.linalg.norm(d) < 1e-6: |
| d = np.array([0., 0., 1.]) |
| else: |
| d = d / np.linalg.norm(d) |
| tails[i] = joints[i] + d * length |
| if root_tail is False: |
| tails[root_id] = joints[root_id] + np.array([0., 0., length]) |
| bpy.ops.object.armature_add(enter_editmode=True) |
| armature = bpy.data.armatures.get('Armature') |
| armature_name = asset.armature_name if asset.armature_name is not None else 'Armature' |
| armature.name = armature_name |
| bpy.data.objects['Armature'].name = armature_name |
| |
| edit_bones = armature.edit_bones |
| |
| if add_root: |
| bone_root = edit_bones.get('Bone') |
| root_name = 'Root' |
| x = 0 |
| while root_name in joint_names: |
| root_name = f'Root_{x}' |
| x += 1 |
| bone_root.name = root_name |
| bone_root.tail = Vector((joints[0, 0], joints[0, 1], joints[0, 2])) |
| else: |
| bone_root = edit_bones.get('Bone') |
| bone_root.name = joint_names[0] |
| bone_root.head = Vector((joints[0, 0], joints[0, 1], joints[0, 2])) |
| bone_root.tail = Vector((tails[0, 0], tails[0, 1], tails[0, 2])) |
| |
| def extrude_bone( |
| edit_bones, |
| name: str, |
| parent_name: str, |
| head: Tuple[float, float, float], |
| tail: Tuple[float, float, float], |
| ): |
| bone = edit_bones.new(name) |
| bone.head = Vector((head[0], head[1], head[2])) |
| bone.tail = Vector((tail[0], tail[1], tail[2])) |
| bone.name = name |
| parent_bone = edit_bones.get(parent_name) |
| bone.parent = parent_bone |
| bone.use_connect = False |
| assert not np.isnan(head).any(), f"nan found in head of bone {name}" |
| assert not np.isnan(tail).any(), f"nan found in tail of bone {name}" |
| |
| for u in asset.dfs_order: |
| if add_root is False and u==0: |
| continue |
| pname = joint_names[u] if asset.parents[u] == -1 else joint_names[asset.parents[u]] |
| extrude_bone(edit_bones, joint_names[u], pname, joints[u], tails[u]) |
| bpy.ops.object.mode_set(mode='OBJECT') |
| |
| |
| if asset.skin is not None and armature is not None and len(objects) > 0: |
| if bpy.context.mode != 'OBJECT': |
| bpy.ops.object.mode_set(mode='OBJECT') |
| armature_obj = bpy.data.objects.get(armature_name) |
| if not armature_obj: |
| raise ValueError(f"Armature {armature_name} not found") |
| all_objects = bpy.data.objects |
| for i in range(len(objects)): |
| skin_slice = asset.skin[asset.get_vertex_slice(i)] |
| ob_name = mesh_names[i] |
| ob = all_objects.get(ob_name) |
| if ob is None: |
| continue |
| ob.select_set(True) |
| armature_obj.select_set(True) |
| bpy.ops.object.parent_set(type='ARMATURE_NAME') |
| argsorted = np.argsort(-skin_slice, axis=1) |
| current_group_per_vertex = min(group_per_vertex, skin_slice.shape[1]) |
| if group_per_vertex == -1: |
| current_group_per_vertex = skin_slice.shape[-1] |
| top_indices = argsorted[:, :current_group_per_vertex] |
| row_indices = np.arange(skin_slice.shape[0])[:, None] |
| top_weights = skin_slice[row_indices, top_indices] |
| if not do_not_normalize: |
| weight_sums = top_weights.sum(axis=1, keepdims=True) |
| weight_sums[weight_sums == 0] = 1.0 |
| top_weights /= weight_sums |
| vg_lookup = [] |
| for j_name in joint_names: |
| vg = ob.vertex_groups.get(j_name) |
| if not vg: |
| vg = ob.vertex_groups.new(name=j_name) |
| vg_lookup.append(vg) |
| for v in range(len(skin_slice)): |
| for k in range(current_group_per_vertex): |
| joint_idx = top_indices[v, k] |
| weight_val = top_weights[v, k] |
| vg_lookup[joint_idx].add([v], weight_val, 'REPLACE') |
| |
| if armature_name in bpy.data.objects: |
| armature = bpy.data.objects[armature_name] |
| armature.select_set(True) |
| if asset.matrix_world is not None: |
| matrix_world = to_matrix(asset.matrix_world) |
| else: |
| matrix_world = to_matrix(np.eye(4)) |
| armature.matrix_world = matrix_world |
| |
| |
| if use_animation and asset.matrix_basis is not None and asset.matrix_local is not None and armature is not None: |
| matrix_basis = asset.matrix_basis |
| matrix_local = asset.matrix_local |
| objects = bpy.data.objects |
| for o in bpy.context.selected_objects: |
| o.select_set(False) |
| frames = matrix_basis.shape[0] |
| |
| |
| bpy.context.view_layer.objects.active = armature |
| bpy.ops.object.mode_set(mode='EDIT') |
| for (id, name) in enumerate(joint_names): |
| |
| bpy.context.active_object.data.edit_bones.get(name).matrix = to_matrix(matrix_local[id]) |
| bpy.ops.object.mode_set(mode='OBJECT') |
| for (id, name) in enumerate(joint_names): |
| pbone = armature.pose.bones.get(name) |
| for frame in range(frames): |
| bpy.context.scene.frame_set(frame + 1) |
| q = to_matrix(matrix_basis[frame, id]) |
| if pbone.rotation_mode == "QUATERNION": |
| pbone.rotation_quaternion = q.to_quaternion() |
| pbone.keyframe_insert(data_path = 'rotation_quaternion') |
| else: |
| pbone.rotation_euler = q.to_euler() |
| pbone.keyframe_insert(data_path = 'rotation_euler') |
| pbone.location = q.to_translation() |
| pbone.keyframe_insert(data_path = 'location') |
| bpy.ops.object.mode_set(mode='OBJECT') |
| return collection |
|
|