2011年3月29日火曜日

Python VSQ Reader Sample


LipSync用に作ったVSQ Readerに入力結果のprintを追加したもの、最下部で入力ファイルを打ち込む必要あり。
ピッチレコード以外、イベントまでは全て読み込み。
但し、**1、**2と言ったキーは**[]のコレクションに格納しているので、元データとのキー名の整合性の保証は無し。
S-JIS変換しておらず単にprintしているだけなので、日本語は文字化けする。

これ以上進めるつもりも無いので、煮るなり焼くなりどうぞ。

2011年3月27日日曜日

Blender Add-on : BlendPose (3)

Interim Publishing

Rest Problems
(1)Key bones can not be constraints' target as locat target space.
(2)I wonder that I used an irreguler way.
(3)I don't understand GameEngine,and have not tested yet.
(4)Hinge : I had forgotten...

2011年3月24日木曜日

Blender Add-on : BlendPose (2)

Problems

Animation

One frame delay


Now,it catch the frame change event by region callback on INFO-Header,3D View-Window,and its Property Panel(UI).
Those can do by only POST_PIXEL,so it can do after starting to draw the frame view.
Property panel is for operation.
3D View is for instance animation.
INFO is for render,so it catch by rendering progresbar drawing.


Using Modal Handler
・Simple Animation ○(Timer Event)
・GL Animation ×
・Render ×
・GameEngine ?

→ It add or override armature object driver when a user operate UI.

Constraint

The target is this pose bone and its target space LOCAL : ×

It is like as the constraints on last place.
Those can select other bones to its constraints' target,but in the opposite case,it may not work.

Specifically,CopyLocation,CopyRotation,CopyScale,Transform,etc...those are to change transform properties.
StretchTo,TrackTo,IK,etc...are right.

Yet


(1)Apply visual pose to bone transform properties.
It is to make new pose to pose library or to make the action strip with bone transform keys,not volume keys.


(2)Check to blend with NLA Editor.

(3)Game Engine

(4)Rotation Axis Angle

(5)Hinge
Inherit RotationExcluded
Inherit ScaleExcluded
Local Location

2011年3月22日火曜日

Blender Add-on : BlendPose (1)

The python sctipt as to blend pose of Armature like as Shapekey.

(1)For any Armature

Not only for facial rig like as AutoFacialRig Add-on.

(2)Keys from Pose Library

Pick only keyframe_points in the frame,not influenced other frame keys.

(3)Blending REPLACE and ADD

REPLACE override bone transformations with all bones having Pose Library's keys,ADD add bone transformations on current pose from Pose Library.

(4)Transform only selected bones(Only in POSE mode)

As same as that you can animate just selected bones with L-key + Mouse wheel.
But you need to make key from bone transformations,not from blending volume.

Problems

(1)How to catch frame change event?

Now this program run the callback procedure from 3D View redraw and INFO header redraw.
The reason catching from INFO is that 3D View redraw event can not be catched while rendering,so from INFO header's progress bar.

(2)Can not make pose volume key and bone transformation key at each bone

It looks to be possible by using PoseBone.bone.matrix and .head.
But it is possible by matrix and impossible matrix_local when the bone has parent,possible by matrix_local and impossible by matrix when not have parent.
What reason is this!?

(3)Need threading?