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Commit 96a4166c authored by Julien Duroure's avatar Julien Duroure
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glTF importer: guess original bind pose from inverseBindMatrices

parent d0dee32d
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......@@ -15,7 +15,7 @@
bl_info = {
'name': 'glTF 2.0 format',
'author': 'Julien Duroure, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
"version": (1, 2, 46),
"version": (1, 2, 47),
'blender': (2, 82, 7),
'location': 'File > Import-Export',
'description': 'Import-Export as glTF 2.0',
......@@ -870,11 +870,22 @@ class ImportGLTF2(Operator, ImportHelper):
default="TEMPERANCE",
)
guess_original_bind_pose: BoolProperty(
name='Guess original bind pose',
description=(
'Try to guess the original bind pose for skinned meshes from '
'the inverse bind matrices.\n'
'When off, use default/rest pose as bind pose'
),
default=True,
)
def draw(self, context):
layout = self.layout
layout.prop(self, 'import_pack_images')
layout.prop(self, 'import_shading')
layout.prop(self, 'guess_original_bind_pose')
layout.prop(self, 'bone_heuristic')
def execute(self, context):
......
......@@ -14,6 +14,7 @@
import bpy
from mathutils import Vector, Quaternion, Matrix
from ...io.imp.gltf2_io_binary import BinaryData
from ..com.gltf2_blender_math import scale_rot_swap_matrix, nearby_signed_perm_matrix
......@@ -364,14 +365,43 @@ def pick_bind_pose(gltf):
Pick the bind pose for all bones. Skinned meshes will be retargeted onto
this bind pose during mesh creation.
"""
if gltf.import_settings['guess_original_bind_pose']:
# Record inverse bind matrices. We're going to milk them for information
# about the original bind pose.
inv_binds = {'root': Matrix.Identity(4)}
for skin in gltf.data.skins or []:
if skin.inverse_bind_matrices is None:
continue
# Assume inverse bind matrices are calculated relative to the skeleton
skel = skin.skeleton
if skel is not None:
if skel in skin.joints:
skel = gltf.vnodes[skel].parent
if skel not in inv_binds:
inv_binds[skel] = Matrix.Identity(4)
skin_inv_binds = BinaryData.get_data_from_accessor(gltf, skin.inverse_bind_matrices)
skin_inv_binds = [gltf.matrix_gltf_to_blender(m) for m in skin_inv_binds]
for i, joint in enumerate(skin.joints):
inv_binds[joint] = skin_inv_binds[i]
for vnode_id in gltf.vnodes:
vnode = gltf.vnodes[vnode_id]
if vnode.type == VNode.Bone:
# For now, use the node TR for bind pose.
# TODO: try calculating from inverseBindMatices?
# Initialize bind pose to default pose (from gltf.data.nodes)
vnode.bind_trans = Vector(vnode.base_trs[0])
vnode.bind_rot = Quaternion(vnode.base_trs[1])
if gltf.import_settings['guess_original_bind_pose']:
# Try to guess bind pose from inverse bind matrices
if vnode_id in inv_binds and vnode.parent in inv_binds:
# (bind matrix) = (parent bind matrix) (bind local). Solve for bind local...
bind_local = inv_binds[vnode.parent] @ inv_binds[vnode_id].inverted_safe()
t, r, _s = bind_local.decompose()
vnode.bind_trans = t
vnode.bind_rot = r
# Initialize editbones to match bind pose
vnode.editbone_trans = Vector(vnode.bind_trans)
vnode.editbone_rot = Quaternion(vnode.bind_rot)
......
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