我想创建我个人的轻量级Android 3D引擎来展示3D动画 由Blender配置。
我已经在Android上成功加载了由OpenGL ES创建的Blender创建的3D模型。现在, 我想进一步介绍3D模型的动画 - 由Blender制作的动画角色 Android上的OpenGL ES。
以下是我的步骤:
[1]使用Blender 2.69创建一个3D角色并在不同的帧中制作动画,完全为
250个帧,其中3D字符应用于metarig电枢对象和
保证每个顶点至少包含一个顶点组和专用权重
[2]修改./2.69/scripts/addons/io_scene_obj/export.py并添加必要的
Blender python定义了导出骨架整个骨骼系统的功能
实际上我以.obj格式导出3D角色并添加我个人定义的标签
对于骨骼系统,我将标签命名为 - bonelib。将其存储在文件中* .bones
[3]修改./2.69/scripts/addons/io_scene_obj/export.py,以便它可以导出
以帧为单位的动画,每帧包含变换 - 过渡,
旋转,电枢中每个不同骨骼的比例。我添加了我个人定义的标签
对于动画帧 - framelib。将其存储在文件* .fms中
[4]我编写了一个java应用程序来将* .obj,* .bones,*。fms翻译成十六进制二进制格式
* .bin,*。frames文件,可以成功加载3D模型并恢复每个细节
有关在Android中使用OpenGL ES构建3D模型的方法
[5]我添加了一些函数来计算每个骨骼的正确变换矩阵和
将它应用到每个顶点,并在其所属的顶点组中使用加权值。
经过这么多的努力,我没能显示我的3D角色的正确动画,它 是扭曲的,无法告诉它究竟是什么3D模型。
我将代码分为两部分:
[Part-1] Blender python导出3D模型,骨骼系统,动画数据
要导出骨架,我在下面定义了两个函数:
def matrix_to_string(m, dim=4):
s = ""
for i in range(0, dim):
for j in range(0, dim):
s += "%+.2f "%(m[i][j])
return(s)
def export_armature(path_dir, objects):
#Build up the dictionary for the armature parented by all mesh objects
ArmatureDict = {}vertex coordinate
for ob in objects:
b_export_armature = True
if ob.parent and (ob.parent_type == 'OBJECT' or ob.parent_type == 'ARMATURE' or ob.parent_type == 'BONE'):
if ob.parent_type == 'OBJECT':
if ob.parent.type != 'ARMATURE':
b_export_armature = False
if b_export_armature == True:
p = ArmatureDict.get(ob.parent.name)
if p is None:
ArmatureDict[ob.parent.name] = ob.parent
#print("Total %d armatures to be exported\n" %(len(ArmatureDict)))
for key in ArmatureDict.keys():
a_obj = ArmatureDict.get(key)
filename = a_obj.name + ".bones"
bonesfilepath = path_dir + '/' + filename
file = open(bonesfilepath, "w", encoding="utf8", newline="\n")
fw = file.write
#Write Header
fw('#Blender v%s BONS File: %s\n' %(bpy.app.version_string, filename))
fw('#Author: mjtsai1974\n')
fw('\n')
#Armature architecture portion
list_bones = a_obj.data.bones[:]
fw('armature %s\n' %(a_obj.name))
for bone in list_bones:
fw('bonechain %s' %(bone.name))
child_bones = bone.children
for child in child_bones:
fw(' %s' %(child.name))
fw('\n')
fw('\n')
#Armature and its bone chain restpose portion
mat_rot = mathutils.Matrix.Rotation(math.radians(90.0), 4, 'X')
m = mat_rot * a_obj.matrix_world
fw('restpose armature %s %s\n' %(a_obj.name, matrix_to_string(m, 4)))
for bone in list_bones:
m = mat_rot * bone.matrix_local
fw('restpose bone %s %s\n' %(bone.name, matrix_to_string(m, 4)))
file.close()
要从图形编辑器导出,我定义了以下功能:
def get_bone_action_location(action, bonename, frame=1):
loc = Vector()
if action == None:
return(loc)
data_path = 'pose.bones["%s"].location'%(bonename)
for fc in action.fcurves:
if fc.data_path == data_path:
loc[fc.array_index] = fc.evaluate(frame)
return(loc)
def get_bone_action_rotation(action, bonename, frame=1):
rot = Quaternion( (1, 0, 0, 0) ) #the default quat is not 0
if action == None:
return(rot)
data_path = 'pose.bones["%s"].rotation_quaternion'%(bonename)
for fc in action.fcurves:
if fc.data_path == data_path: # and frame > 0 and frame-1 <= len(fc.keyframe_points):
rot[fc.array_index] = fc.evaluate(frame)
return(rot)
def export_animation_by_armature(filepath, frames, objects):
#Build up the dictionary for the armature parented by all mesh objects
ArmatureDict = {}
mat_rot = mathutils.Matrix.Rotation(math.radians(90.0), 4, 'X')
for ob in objects:
b_export_armature = True
if ob.parent and (ob.parent_type == 'OBJECT' or ob.parent_type == 'ARMATURE' or ob.parent_type == 'BONE'):
if ob.parent_type == 'OBJECT':
if ob.parent.type != 'ARMATURE':
b_export_armature = False
if b_export_armature == True:
p = ArmatureDict.get(ob.parent.name)
if p is None:
ArmatureDict[ob.parent.name] = ob.parent
#print("Total %d armatures to be exported\n" %(len(ArmatureDict)))
path_dir = os.path.dirname(filepath)
for key in ArmatureDict.keys():
a_obj = ArmatureDict.get(key)
filename = a_obj.name + ".fms"
bonesfilepath = path_dir + '/' + filename
file = open(bonesfilepath, "w", encoding="utf8", newline="\n")
fw = file.write
#Write Header
fw('#Blender v%s FRAMES File: %s\n' %(bpy.app.version_string, filename))
fw('#Author: mjtsai1974\n')
fw('\n')
#Use armature pose bone chain for
list_posebones = a_obj.pose.bones[:]
fw('animator %s\n' %(a_obj.name))
for frame in frames:
bpy.context.scene.frame_set(frame)
action =a_obj.animation_data.action
#action = bpy.data.objects[a_obj.name].animation_data.action
if action == None:
print("Armature %s has no action" %(a_obj.name))
fw('frame %d\n' %(frame))
for bone in list_posebones:
m = get_bone_action_rotation(action, bone.name, frame) #read the fcurve-animation rotation
l = get_bone_action_location(action, bone.name, frame) #read the fcurve-animation location
#m = m.to_matrix().to_4x4()
#m = mat_rot * m
q = Quaternion((m.w, m.x, -m.z, m.y))
tl = mathutils.Matrix.Translation(l)
tr = mat_rot * tl
loc = tr.to_translation()
fw('bone %s t %+.2f %+.2f %+.2f\n' %(bone.name, loc[0], loc[1], loc[2]))
fw('bone %s r %+.2f %+.2f %+.2f %+.2f\n' %(bone.name, q.w, q.x, q.y, q.z))
fw('bone %s s %+.2f %+.2f %+.2f\n' %(bone.name, 1.0, 1.0, 1.0))
fw('\n')
file.close()
#[mjtsai@20140517]append the .frames information at the end of .obj file
file = open(filepath, "a+", encoding="utf8", newline="\n")
fw = file.write
for key in ArmatureDict.keys():
a_obj = ArmatureDict.get(key)
filename = a_obj.name + ".fms"
fw('\nframelib %s\n' %(filename))
file.close()
以上所有我认为我已经正确地将所有骨骼输出到电枢中 从Blender坐标系到OpenGL坐标系。任何人都可以指出在哪里 我可能错误的代码段可能吗?
[Part-2] Android APK找出正确的OpenGL坐标
这是我计算不同bine的转换数据的函数:
public void buildTransformationDataByBoneNameAtFrame(String sz_Name, Armature ar_Obj, FrameLib fl_Obj, int idx_Frame) {
float [] f_ary_Matrix_Inverted = new float[16];
float [] f_ary_Matrix_Total = new float[16];
float [] f_ary_Matrix_Self = new float[16];
float [] f_ary_Data_Matrix_Parent = null;
float [] f_ary_Data_Self = null;
float [] f_ary_Data_Parent = null;
AnimatorUnit au_Obj = fl_Obj.getAnimatorUnit();
ArrayList<String> ary_list_Strings = ar_Obj.buildFromRootToBoneByName(sz_Name);
FrameUnit fu_Obj = au_Obj.getFrameByIndex(idx_Frame);
if (ary_list_Strings == null) {
LoggerConfig.Log(String.format("Failed in building array list for Bone[%s] ", sz_Name));
//new RuntimeException(String.format("Failed in building array list for Bone[%s] ", sz_Name));
return;
}
if (fu_Obj == null) {
LoggerConfig.Log(String.format("FrameUnit - %d doesn't exist ", idx_Frame));
return;
}
String sz_LastBoneName = ary_list_Strings.get(ary_list_Strings.size() - 1);
//Suppose the very last one in the array list should be the same bone name to sz_Name
if (!sz_LastBoneName.equals(sz_Name)) {
LoggerConfig.Log(String.format("LAST_BONE_NAME[%s] != Bone[%s]", sz_LastBoneName, sz_Name));
return;
}
for (int Index = 0; Index < ary_list_Strings.size(); Index++) {
String sz_ParentBoneName = "";
String sz_BoneName = ary_list_Strings.get(Index);
AnimationUnit amu_Obj = fu_Obj.getAnimationUnitByName(sz_BoneName);
AnimationUnit amu_ParentObj = null;
Restpose rp_Obj = ar_Obj.getRestposeByName(sz_BoneName);
Restpose rp_ParentObj = null;
if (Index != 0) {
//This means that it is child bone
//Get parent bone
sz_ParentBoneName = ary_list_Strings.get(Index - 1);
rp_ParentObj = ar_Obj.getRestposeByName(sz_ParentBoneName);
amu_ParentObj = fu_Obj.getAnimationUnitByName(sz_ParentBoneName);
f_ary_Data_Matrix_Parent = amu_ParentObj.getTransformationData();
f_ary_Data_Parent = rp_ParentObj.getData(); //parent bone's local matrix
Matrix.invertM(f_ary_Matrix_Inverted, 0, f_ary_Data_Parent, 0); //parent bone's inverse local matrix
//Get child bone itself
f_ary_Data_Self = rp_Obj.getData(); //child bone's local matrix
//Multiply child bone's local matrix by parent bone's inverse local matrix
Matrix.multiplyMM(f_ary_Matrix_Self, 0, f_ary_Matrix_Inverted, 0, f_ary_Data_Self, 0);
//Multiply (child bone's local matrix by parent bone's inverse local matrix) by parent bone's transformation matrix
Matrix.multiplyMM(f_ary_Matrix_Total, 0, f_ary_Data_Matrix_Parent, 0, f_ary_Matrix_Self, 0);
amu_Obj.inflateTransformationData();
amu_Obj.finalizeTransformationData(f_ary_Matrix_Total);
} else {
//This means that it is root bone
f_ary_Data_Self = rp_Obj.getData();
amu_Obj.inflateTransformationData();
amu_Obj.finalizeTransformationData(f_ary_Data_Self);
}
}
//Before we return float array, free the arraylist just returned from ar_Obj.buildFromRootToBoneByName(sz_Name);
ary_list_Strings.clear();
//For garbage collection
ary_list_Strings = null;
f_ary_Matrix_Inverted = null;
f_ary_Matrix_Total = null;
f_ary_Matrix_Self = null;
}
下面我列出了用于构建转换数据的调用者代码片段:
FrameLibInfoWavefrontObjectToBinary framelibInfo = new FrameLibInfoWavefrontObjectToBinary(m_WavefrontObject);
i_ary_Statistics[0] = i_ary_Statistics[1] = 0;
framelibInfo.read(dis, i_ary_Statistics);
FrameLib fl_Obj = m_WavefrontObject.getFrameLib();
AnimatorUnit au_Obj = null;
BoneLib bl_Obj = null;
Armature ar_Obj = null;
ArrayList<BoneChain> bc_Objs = null;
BoneChain bc_Obj = null;
Bone b_Obj = null;
int count_Frames = 0;
String sz_BoneName = "";
if (fl_Obj != null) {
au_Obj = fl_Obj.getAnimatorUnit();
count_Frames = au_Obj.getFrameCount();
if (count_Frames > 0) {
bl_Obj = m_WavefrontObject.getBoneLibs().get(0); //By default, we have only one bonelib
ar_Obj = bl_Obj.getArmature();
bc_Objs = ar_Obj.getBoneChains();
for (int i_Frame = 0; i_Frame < count_Frames; i_Frame++) {
for (int i_BC = 0; i_BC < bc_Objs.size(); i_BC++) {
bc_Obj = bc_Objs.get(i_BC);
b_Obj = bc_Obj.getParentBone();
framelibInfo.buildTransformationDataByBoneNameAtFrame(b_Obj.getName(), ar_Obj, fl_Obj, i_Frame);
}
}
}
}
framelibInfo.dispose();
framelibInfo = null;
[问题]我无法显示Blender应用的3D动画。我不知道在哪里
出错。对于坐标系转换问题,我认为我已经完全了
在python函数中实现。计算正确的转换数据
每个骨骼在不同的框架中,我也以相同的顺序恢复了matrix_local
将导出骨骼对象和骨架对象的matrix_world
该算法的灵感来自http://blenderartists.org/forum/showthread.php?209221-calculate-bone-location-rotation-from-fcurve-animation-data以下
我花了将近一个月的时间来评估这个python脚本,其中应用了绑定
我的3D角色,发现骨骼的计算最终坐标完全匹配
使用Blender本机内置骨骼坐标。
但是,为什么我不能在Android的3D角色中显示Blender应用的动画 OpenGL ES ???
答案 0 :(得分:0)
为什么要创建自己的游戏引擎,当网上有几个非常好的,免费的和开源的实现在Android上运行良好时。我强烈建议您仔细查看jMonkeyEngine SDK或LWJGL for Java或PowerVR SDK或Assimp for C ++。我使用Blender的PowerVR插件导出到他们的POD和Collada格式,效果非常好。
其中一些开源解决方案可能会让您了解代码中缺少的内容。有一个完整的Android here游戏引擎列表。