Domanda

Ho bisogno di importare un'animazione di maglia da Cinema4D in Blender .

Ho cercato di farlo usando Collada.The Collada 1.3 importatore non sembra fare qualsiasi cosa, l'importatore Collada 1.4 sembra funzionare, ma l'animazione non ha ottenuto importata in Blender.

Dopo aver letto questo post :

Problema risolto!

Nel caso in cui qualcuno viene qui in cerca per la risposta, ho parlato con Otomo via e-mail e ha gentilmente spiegato che il problema sta nel essere file di .dae esportati in modo non corretto da C4D.

Spero Otomo non mente me citando la sua e-mail, solo che non vuole l'altro la gente a sprecare il tempo che ho fatto su tale un problema stupido.

Apri il .dae in un editor di testo e cambiamento:

dati dati

a questo:

Dati dati

Il fps deve anche essere lo stesso in entrambi i c4d e frullatore.

ho provato, ma ottengo un errore:

FEEDBACK: Illusoft Collada 1.4 Plugin v0.3.162 started
The minor version of the file you are using is newer then the plug-in, so errors may occur.
image not found: None
Traceback (most recent call last):
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/cstartup.py", line 681, in ButtonEvent
    onlyMainScene, applyModifiers)
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/translator.py", line 120, in __init__
    self.__Import(fileName)
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/translator.py", line 127, in __Import
    documentTranslator.Import(fileName)
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/translator.py", line 333, in Import
    self.sceneGraph.LoadFromCollada(self.colladaDocument.visualScenesLibrary.items, self.colladaDocument.scene)
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/translator.py", line 550, in LoadFromCollada
    ob = sceneNode.ObjectFromDae(daeNode)
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/translator.py", line 2079, in ObjectFromDae
    a.LoadFromDae(daeAnimation, daeNode, newObject)
  File "/Applications/blender/blender.app/Contents/MacOS/.blender/scripts/bpymodules/colladaImEx/translator.py", line 1254, in LoadFromDae
    interpolationsSource = daeAnimation.GetSource(interpolations.source)
AttributeError: 'NoneType' object has no attribute 'source'

Qualcuno ha incontrato questo problema? Dove posso trovare un importatore Collada più recente? Eventuali suggerimenti su come modificare l'importatore?

Nota: Blender 2.5a2 animazioni importazioni Collada, ma il sistema di coordinate è diverso e non tutte le animazioni riesce a passare. Per esempio, quando ho animare una scatola da 0,0,0 a 100.100.100, rotazione su x, y, z e scalare su x, y, z, in Blender ottengo:. definizione su 1 asse (x, che originariamente è y di cinema 4d), la rotazione è soddisfacente, scala viene ignorato

È stato utile?

Soluzione

ho finito per scrivere una sceneggiatura.

ho appena trovato utilizzabile C.O.F.F.E.E. documentazione così è andato avanti e installato py4D .

La documentazione è abbastanza buono e il supporto sul forum è sorprendente.

Ecco lo script corrente:

import c4d
from c4d import documents,UVWTag
from c4d.utils import Deg
from c4d import symbols as sy, plugins, utils, bitmaps, gui
import math


def BlenderExport():
    if not op: return
    if op.GetType() != 5100:
        print 'Selected Object is not an editable mesh'
        return
    unit = 0.001#for scale
    foffset = 1#for frames
    bd = doc.GetRenderBaseDraw()
    scr = bd.GetFrameScreen()
    rd = doc.GetActiveRenderData()
    sizeX = int(rd[sy.RDATA_XRES_VIRTUAL])
    sizeY = int(rd[sy.RDATA_YRES_VIRTUAL])
    name  = op.GetName()
    fps   = doc.GetFps()
    sFrame= doc.GetMinTime().GetFrame(fps)
    eFrame= doc.GetMaxTime().GetFrame(fps)
    code  = 'import Blender\nfrom Blender import *\nimport bpy\nfrom Blender.Mathutils import *\n\nscn = bpy.data.scenes.active\ncontext=scn.getRenderingContext()\ncontext.fps = '+str(fps)+'\ncontext.sFrame = '+str(sFrame)+'\ncontext.eFrame = '+str(eFrame)+'\ncontext.sizeX = '+str(sizeX)+'\ncontext.sizeY = ' + str(sizeY) + '\n'

    def GetMesh(code):
        # goto 0
        doc.SetTime(c4d.BaseTime(0, fps))
        c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )
        c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
        doc.SetTime(doc.GetTime())
        c4d.EventAdd(c4d.EVENT_ANIMATE)

        code      += 'editmode = Window.EditMode()\nif editmode:\tWindow.EditMode(0)\n'
        coords4D   = op.GetPointAll()
        coords     = 'coords = ['
        uvw        = 0
        uvs        = 'uvs = ['
        for tag in op.GetTags():
            if tag.GetName() == "UVW":
                uvw = tag
        for c in coords4D:
            coords += '['+str(c.x*unit)+','+str(c.z*unit)+','+str(c.y*unit)+'],'
        coords     = coords.rpartition(',')[0] + ']\n'
        faces4D    = op.GetAllPolygons()
        fcount     = 0
        faces      = 'faces = ['
        for f in faces4D:
            faces  += '['+str(f)+'],'
            uv = uvw.Get(fcount);
            uvs  += '[Vector('+str(uv[0].x)+','+str(1.0-uv[0].y)+'),Vector('+str(uv[1].x)+','+str(1.0-uv[1].y)+'),Vector('+str(uv[2].x)+','+str(1.0-uv[2].y)+')],'
            fcount += 1

        faces      = faces.rpartition(',')[0] + ']\n'
        uvs        = uvs.rpartition(',')[0] + ']\n'

        code       = code + coords + faces + uvs
        code      += "c4dmesh = bpy.data.meshes.new('"+name+"_mesh')\nc4dmesh.verts.extend(coords)\nc4dmesh.faces.extend(faces)\n\nob = scn.objects.new(c4dmesh,'"+name+"_obj')\nc4dmesh.flipNormals()\n\nif editmode:\tWindow.EditMode(1)\n\n"
        code      += "c4dmesh.quadToTriangle()\nc4dmesh.addUVLayer('c4duv')\n"
        code      += "for f in range(0,"+str(fcount)+"):\n\tc4dmesh.faces[f].uv = uvs[f]\n"

        return code

    def GetIPOKeys(code):
        # store properties for tracks
        tracks   = op.GetCTracks()
        # 0,1,2 = Position, 3,4,5 = Scale, 6,7,8 = Rotation, 9 = PLA
        # props = [[lx,f],[ly,f],[lz,f],[sx,f],[sy,f],[sz,f],[rx,f],[ry,f],[rz,f]]
        try:
            props = []
            trackIDs = [3,4,5,6,7,8,0,2,1]
            propVals = ['LocX','LocZ','LocY','SizeX','SizeY','SizeZ','RotZ','RotX','RotY']
            propIPOs = ['Ipo.OB_LOCX','Ipo.OB_LOCZ','Ipo.OB_LOCY','Ipo.OB_SCALEX','Ipo.OB_SCALEY','Ipo.OB_SCALEY','Ipo.OB_ROTZ','Ipo.OB_ROTX','Ipo.OB_ROTY']
            for t in range(0,9):
                props.append([[],[]])
                curve    = tracks[t].GetCurve()
                keyCount = curve.GetKeyCount()
                for k in range(0,keyCount):  
                        key   = curve.GetKey(k)
                        props[t][0].append(key.GetValue())
                        props[t][1].append(key.GetTime().GetFrame(fps))
            # find the max key
            maxProp = max(enumerate(props), key = lambda tup: len(tup[1]))[1][1]
            maxKeys = len(maxProp)
            # loop through tracks and keys
            for key in range(0,maxKeys):
                code += "Blender.Set('curframe',"+str(maxProp[key])+")\n"
                for track in trackIDs:
                    if(key < len(props[track][0])):
                        code += "ob."+propVals[track] + " = " + str(props[track][0][key]) + '\n'
                        code += 'key = ob.insertIpoKey(' + propIPOs[track] + ')\n'
        except:
            pass
        return code
    #     mesh/morph animation -> mesh always has the same number of verts
    def GetShapeKeys(code):
        track = 0;
        tracks = op.GetCTracks()
        for t in tracks:
            if(t.GetName() == 'PLA'):   track = t
        # track    = op.GetCTracks()[9]    
        if track != 0:
            curve    = track.GetCurve()
            keyCount = curve.GetKeyCount()
            verts    = []
            frames   = []
            vertsNum  = op.GetPointCount()
            ctime = doc.GetTime()

            for k in range(1,keyCount):
                key = curve.GetKey(k)
                frames.append(key.GetTime().GetFrame(fps))
                c4d.StatusSetBar(100*(k/keyCount))
                doc.SetTime(key.GetTime())
                c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )
                c4dvecs = op.GetPointAll();
                blendvecs = []
                for v in c4dvecs:
                    blendvecs.append([v.x*unit,v.z*unit,v.y*unit])
                verts.append(blendvecs)
                c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
            doc.SetTime(ctime)
            c4d.EventAdd(c4d.EVENT_ANIMATE)
            c4d.StatusClear()

            code += '\n\n# shape keys\nverts = ' + str(verts) + '\n'
            code += "if(ob.activeShape == 0):\n\tob.insertShapeKey()\n\n"
            for f in range(0,len(frames)):
                kNum = str(f+1)
                code += "if editmode:   Window.EditMode(0)\n"
                code += "for v in range(0,"+str(vertsNum)+"):\n\tc4dmesh.verts[v].co.x = verts["+str(f)+"][v][0]\n\tc4dmesh.verts[v].co.y = verts["+str(f)+"][v][1]\n\tc4dmesh.verts[v].co.z = verts["+str(f)+"][v][2]\n"
                code += "c4dmesh.calcNormals()\n"
                code += "ob.insertShapeKey()\n"
                code += "if editmode:   Window.EditMode(1)\n"
                code += "shapeKey = ob.getData().getKey()\n"
                code += "newIpo = Ipo.New('Key','newIpo')\n"
                code += "if(shapeKey.ipo == None):   shapeKey.ipo = newIpo\n"
                code += "if(shapeKey.ipo['Key "+kNum+"'] == None):   shapeKey.ipo.addCurve('Key "+kNum+"')\n"
                if(f == 0):  code += "shapeKey.ipo['Key "+kNum+"'].append(BezTriple.New(1.0,0.0,0.0))\n"
                if(f > 0):  code += "shapeKey.ipo['Key "+kNum+"'].append(BezTriple.New("+str(float(frames[f-1]))+",0.0,0.0))\n"
                code += "shapeKey.ipo['Key "+kNum+"'].append(BezTriple.New("+str(float(frames[f]))+",1.0,0.0))\n"
        else:
            #no PLA tracks, look for morph tag
            vertsNum  = op.GetPointCount()
            for tag in op.GetTags():
                if tag.GetType() == 1019633:
                    # print tag[sy.MORPHTAG_MORPHS]
                    '''
                    work around
                    1. store first key for each track curve
                    2. set the first key value to 1 for the 1st track and 0 for the others
                    3. store the mesh vertices -> track name verts = []
                    4. after all track verts are stored, restore the original values
                    5. write the the curve keys for blender shape keys
                    '''
                    code += "if(ob.activeShape == 0):\n\tob.insertShapeKey()\n\n"
                    tc = 0
                    tcs = str(tc+1)
                    for track in tag.GetCTracks():
                        curve = track.GetCurve()
                        value = curve.GetKey(0).GetValue()
                        curve.GetKey(0).SetValue(curve,1.0)
                        print track.GetName()
                        doc.SetTime(c4d.BaseTime(0, fps))
                        c4d.DrawViews( c4d.DA_ONLY_ACTIVE_VIEW|c4d.DA_NO_THREAD|c4d.DA_NO_REDUCTION|c4d.DA_STATICBREAK )
                        c4dvecs = op.GetPointAll();
                        blendverts = []
                        for v in c4dvecs:
                            blendverts.append([v.x*unit,v.z*unit,v.y*unit])
                        code += "Key"+tcs+"verts = " + str(blendverts)+"\n"
                        code += "if editmode:   Window.EditMode(0)\n"
                        code += "for v in range(0,"+str(vertsNum)+"):\n\tc4dmesh.verts[v].co.x = Key"+tcs+"verts[v][0]\n\tc4dmesh.verts[v].co.y = Key"+tcs+"verts[v][1]\n\tc4dmesh.verts[v].co.z = Key"+tcs+"verts[v][2]\n"
                        code += "c4dmesh.calcNormals()\n"
                        code += "ob.insertShapeKey()\n"
                        code += "if editmode:   Window.EditMode(1)\n"
                        code += "shapeKey = ob.getData().getKey()\n"
                        code += "newIpo = Ipo.New('Key','newIpo')\n"
                        code += "if(shapeKey.ipo == None):   shapeKey.ipo = newIpo\n"
                        code += "if(shapeKey.ipo['Key "+tcs+"'] == None):   shapeKey.ipo.addCurve('Key "+tcs+"')\n"
                        print op.GetPointAll()
                        c4d.GeSyncMessage(c4d.EVMSG_TIMECHANGED)
                        curve.GetKey(0).SetValue(curve,value)
                        keyCount = curve.GetKeyCount()
                        for k in range(0,keyCount):
                            key = curve.GetKey(k)
                            value = key.GetValue()
                            frame = key.GetTime().GetFrame(fps)
                            code += "shapeKey.ipo['Key "+tcs+"'].append(BezTriple.New("+str(float(frame))+","+str(value)+",0.0))\n"
                        tc += 1
                        tcs = str(tc+1)

                    c4d.EventAdd(c4d.EVENT_ANIMATE)
        return code

    def GetCamera(code):
        bd = doc.GetRenderBaseDraw()
        cp = bd.GetSceneCamera(doc)
        if cp is None: cp = bd.GetEditorCamera()
        fov = Deg(cp[sy.CAMERAOBJECT_FOV])
        pos = cp.GetPos()
        rot = cp.GetRot()
        code += "\nc4dCam = Camera.New('persp','c4d_"+cp.GetName()+"')\nc4dCam.drawPassepartout = True\nc4dCam.alpha = 0.5\nc4dCam.drawLimits = 1\nc4dCam.dofDist = 100.0\n"
        code += "c4dCam.angle = "+str(fov)+"\nc4dCamLens = c4dCam.lens\nc4dCam.lens = c4dCamLens\nWindow.RedrawAll()\nc4dCamObj = scn.objects.new(c4dCam)\n"
        code += "c4dCamObj.setLocation("+str([pos.x,pos.z,pos.y])+")\n"
        code += "c4dCamObj.setEuler("+str([rot.x+(math.pi*.5),rot.y,rot.z])+")\n"
        code += "scn.setCurrentCamera(c4dCamObj)\n"
        return code

    code = GetMesh(code)
    code = GetIPOKeys(code)
    code = GetShapeKeys(code)
    code = GetCamera(code)

    file = open(doc.GetDocumentPath()+'/'+op.GetName()+'_export.py','w')
    file.write(code)
    file.close()


BlenderExport()

Supporta IPO tasti (posizione, rotazione, scala). Punto Animazione livello viene convertito in più chiavi di forma. Morph Tag animazione conserve bene.

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