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Mixamo2MMDAnimationConverterNew.js
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Mixamo2MMDAnimationConverterNew.js
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import {
Quaternion,
Euler,
PropertyBinding,
Matrix4,
Vector3,
VectorKeyframeTrack,
QuaternionKeyframeTrack,
} from "three";
import {
trackRotateQuaternion,
trackPreRotateQuaternion,
trackRotateQuaternionAxis,
buildNodeStack,
} from "./utils.js";
const boneDictWithD = {
mixamorigHips: "センター",
mixamorigSpine: "上半身",
// 经过实际对比,发现上半身骨骼的确应该这么对应
mixamorigSpine1: "上半身3",
mixamorigSpine2: "上半身2",
mixamorigNeck: "首",
mixamorigHead: "頭",
// mixamorigHeadTop_End: "",
mixamorigLeftShoulder: "左肩",
mixamorigLeftArm: "左腕",
mixamorigLeftForeArm: "左ひじ",
mixamorigLeftHand: "左手首",
mixamorigLeftHandThumb1: "左親指0",
mixamorigLeftHandThumb2: "左親指1",
mixamorigLeftHandThumb3: "左親指2",
// mixamorigLeftHandThumb4: "",
mixamorigLeftHandIndex1: "左人指1",
mixamorigLeftHandIndex2: "左人指2",
mixamorigLeftHandIndex3: "左人指3",
// mixamorigLeftHandIndex4: "",
mixamorigLeftHandMiddle1: "左中指1",
mixamorigLeftHandMiddle2: "左中指2",
mixamorigLeftHandMiddle3: "左中指3",
// mixamorigLeftHandMiddle4: "",
mixamorigLeftHandRing1: "左薬指1",
mixamorigLeftHandRing2: "左薬指2",
mixamorigLeftHandRing3: "左薬指3",
// mixamorigLeftHandRing4: "",
mixamorigLeftHandPinky1: "左小指1",
mixamorigLeftHandPinky2: "左小指2",
mixamorigLeftHandPinky3: "左小指3",
// mixamorigLeftHandPinky4: "",
mixamorigRightShoulder: "右肩",
mixamorigRightArm: "右腕",
mixamorigRightForeArm: "右ひじ",
mixamorigRightHand: "右手首",
mixamorigRightHandThumb1: "右親指0",
mixamorigRightHandThumb2: "右親指1",
mixamorigRightHandThumb3: "右親指2",
// mixamorigRightHandThumb4: "",
mixamorigRightHandIndex1: "右人指1",
mixamorigRightHandIndex2: "右人指2",
mixamorigRightHandIndex3: "右人指3",
// mixamorigRightHandIndex4: "",
mixamorigRightHandMiddle1: "右中指1",
mixamorigRightHandMiddle2: "右中指2",
mixamorigRightHandMiddle3: "右中指3",
// mixamorigRightHandMiddle4: "",
mixamorigRightHandRing1: "右薬指1",
mixamorigRightHandRing2: "右薬指2",
mixamorigRightHandRing3: "右薬指3",
// mixamorigRightHandRing4: "",
mixamorigRightHandPinky1: "右小指1",
mixamorigRightHandPinky2: "右小指2",
mixamorigRightHandPinky3: "右小指3",
// mixamorigRightHandPinky4: "",
mixamorigLeftUpLeg: "左足D",
mixamorigLeftLeg: "左ひざD",
mixamorigLeftFoot: "左足首D",
mixamorigLeftToeBase: "左足先EX",
// mixamorigLeftToe_End: "",
mixamorigRightUpLeg: "右足D",
mixamorigRightLeg: "右ひざD",
mixamorigRightFoot: "右足首D",
mixamorigRightToeBase: "右足先EX",
// mixamorigRightToe_End: "",
};
// 骨骼的对应词典
const boneDictWithIK = {
mixamorigHips: "センター",
mixamorigSpine: "上半身",
// 经过实际对比,发现上半身骨骼的确应该这么对应
mixamorigSpine1: "上半身3",
mixamorigSpine2: "上半身2",
mixamorigNeck: "首",
mixamorigHead: "頭",
// mixamorigHeadTop_End: "",
mixamorigLeftShoulder: "左肩",
mixamorigLeftArm: "左腕",
mixamorigLeftForeArm: "左ひじ",
mixamorigLeftHand: "左手首",
mixamorigLeftHandThumb1: "左親指0",
mixamorigLeftHandThumb2: "左親指1",
mixamorigLeftHandThumb3: "左親指2",
// mixamorigLeftHandThumb4: "",
mixamorigLeftHandIndex1: "左人指1",
mixamorigLeftHandIndex2: "左人指2",
mixamorigLeftHandIndex3: "左人指3",
// mixamorigLeftHandIndex4: "",
mixamorigLeftHandMiddle1: "左中指1",
mixamorigLeftHandMiddle2: "左中指2",
mixamorigLeftHandMiddle3: "左中指3",
// mixamorigLeftHandMiddle4: "",
mixamorigLeftHandRing1: "左薬指1",
mixamorigLeftHandRing2: "左薬指2",
mixamorigLeftHandRing3: "左薬指3",
// mixamorigLeftHandRing4: "",
mixamorigLeftHandPinky1: "左小指1",
mixamorigLeftHandPinky2: "左小指2",
mixamorigLeftHandPinky3: "左小指3",
// mixamorigLeftHandPinky4: "",
mixamorigRightShoulder: "右肩",
mixamorigRightArm: "右腕",
mixamorigRightForeArm: "右ひじ",
mixamorigRightHand: "右手首",
mixamorigRightHandThumb1: "右親指0",
mixamorigRightHandThumb2: "右親指1",
mixamorigRightHandThumb3: "右親指2",
// mixamorigRightHandThumb4: "",
mixamorigRightHandIndex1: "右人指1",
mixamorigRightHandIndex2: "右人指2",
mixamorigRightHandIndex3: "右人指3",
// mixamorigRightHandIndex4: "",
mixamorigRightHandMiddle1: "右中指1",
mixamorigRightHandMiddle2: "右中指2",
mixamorigRightHandMiddle3: "右中指3",
// mixamorigRightHandMiddle4: "",
mixamorigRightHandRing1: "右薬指1",
mixamorigRightHandRing2: "右薬指2",
mixamorigRightHandRing3: "右薬指3",
// mixamorigRightHandRing4: "",
mixamorigRightHandPinky1: "右小指1",
mixamorigRightHandPinky2: "右小指2",
mixamorigRightHandPinky3: "右小指3",
// mixamorigRightHandPinky4: "",
mixamorigLeftUpLeg: "左足",
mixamorigLeftLeg: "左ひざ",
mixamorigLeftFoot: "左足首",
mixamorigLeftToeBase: "左足先EX",
mixamorigLeftToe_End: "",
mixamorigRightUpLeg: "右足",
mixamorigRightLeg: "右ひざ",
mixamorigRightFoot: "右足首",
mixamorigRightToeBase: "右足先EX",
// mixamorigRightToe_End: "",
};
function counteractRotation(targetBone, track, direction) {
track.values = new Float32Array(
trackPreRotateQuaternion(
track.values,
new Euler(
direction * targetBone.rotation.x,
direction * targetBone.rotation.y,
direction * targetBone.rotation.z
),
targetBone.name === "mixamorigLeftShoulder" ||
targetBone.name === "mixamorigRightShoulder"
)
);
}
// 直接将动画转换成非IK的数据
/**
* @param {THREE.AnimationClip} animationClip
* @param {Number} positionScale
* @return {THREE.AnimationClip}
*/
function convertAnimation(
animationClip,
positionScale = 1,
originRootBone,
boneDict = boneDictWithD
) {
const newAnimationClip = animationClip.clone();
const originBoneStack = buildNodeStack(originRootBone, "dfs");
// 找不到的骨骼动画会被直接赋值到SkinnedMesh上,造成动画混乱,因此需要做一次筛选
newAnimationClip.tracks = newAnimationClip.tracks.filter((track) => {
// 使用THREE的库解析轨道名称
const trackInfo = PropertyBinding.parseTrackName(track.name);
const boneName = trackInfo.nodeName || trackInfo.objectIndex;
const trackType = trackInfo.propertyName;
// 非所需轨道直接舍弃
if (!boneDict[boneName]) {
return false;
}
// 对轨道数据进行一些预处理
if (trackType === "quaternion") {
const targetBone = originBoneStack.find((bone) => bone.name === boneName);
const worldQuaternion = new Quaternion();
const worldRotation = new Euler();
targetBone.getWorldQuaternion(worldQuaternion);
worldRotation.setFromQuaternion(worldQuaternion);
// worldRotation.x *= -1;
// worldRotation.y *= -1;
// worldRotation.z *= -1;
track.values = new Float32Array(
trackRotateQuaternionAxis(track.values, worldRotation)
);
switch (boneName) {
case "mixamorigLeftUpLeg": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigLeftLeg": {
counteractRotation(targetBone, track, 1);
break;
}
case "mixamorigLeftFoot": {
counteractRotation(targetBone, track, 1);
break;
}
case "mixamorigLeftToeBase": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigRightUpLeg": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigRightLeg": {
counteractRotation(targetBone, track, 1);
break;
}
case "mixamorigRightFoot": {
counteractRotation(targetBone, track, 1);
break;
}
case "mixamorigRightToeBase": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigLeftShoulder": {
counteractRotation(targetBone, track, 1);
break;
}
case "mixamorigLeftArm": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigLeftForeArm": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigLeftHand": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigRightShoulder": {
counteractRotation(targetBone, track, 1);
break;
}
case "mixamorigRightArm": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigRightForeArm": {
counteractRotation(targetBone, track, -1);
break;
}
case "mixamorigRightHand": {
counteractRotation(targetBone, track, -1);
break;
}
}
switch (boneName) {
// 手臂有45度的差距
case "mixamorigLeftArm": {
track.values = new Float32Array(
trackRotateQuaternion(track.values, new Euler(0, 0, Math.PI / 4))
);
break;
}
case "mixamorigRightArm": {
track.values = new Float32Array(
trackRotateQuaternion(track.values, new Euler(0, 0, -Math.PI / 4))
);
break;
}
// 手臂调整后,手臂的子级旋转数据也有问题
case "mixamorigLeftForeArm":
case "mixamorigLeftHand": {
track.values = new Float32Array(
trackRotateQuaternionAxis(
track.values,
new Euler(0, 0, -Math.PI / 4)
)
);
break;
}
case "mixamorigRightForeArm":
case "mixamorigRightHand": {
track.values = new Float32Array(
trackRotateQuaternionAxis(
track.values,
new Euler(0, 0, Math.PI / 4)
)
);
break;
}
}
} else if (trackType === "position") {
// 对position动画进行缩放
track.values.forEach((value, index) => {
track.values[index] = track.values[index] / positionScale;
});
}
// 修改骨骼名称
track.name = `.bones[${boneDict[boneName]}].${trackType}`;
return true;
});
for (const clearPostionBoneName of [
"腰",
// 究极打脸操作,在这里给"左足IK"和"右足IK"加还原动画轨道的话,three的播放系统会自动等比例个真正的动画按1:1的比例混合,导致双腿的张开角度变为预计值的一半
// "左足IK",
// "右足IK",
"左足IK親",
"右足IK親",
]) {
newAnimationClip.tracks.push(
new VectorKeyframeTrack(
`.bones[${clearPostionBoneName}].position`,
[0],
new Float32Array([0, 0, 0])
)
);
}
return newAnimationClip;
}
function convertAnimationWithIK(
animationClip,
positionScale = 1,
originRootBone
) {
const depth = 4;
// 先得到基础的动画轨道,在进行二次转换
const newAnimationClip = convertAnimation(
animationClip,
positionScale,
originRootBone,
boneDictWithIK
);
const originBoneStack = buildNodeStack(originRootBone, "dfs");
const ikLinkDataList = [
{
sourceBoneName: "mixamorigRightFoot",
baseBoneName: "mixamorigHips",
targetIkBoneName: "右足IK",
},
{
sourceBoneName: "mixamorigLeftFoot",
baseBoneName: "mixamorigHips",
targetIkBoneName: "左足IK",
},
];
for (const ikLinkData of ikLinkDataList) {
// 要对foot至hips的骨骼层级进行多次访问,干脆创建一个数组
const objectNodes = [];
const parentMatrix = new Matrix4();
const childMatrix = new Matrix4();
const rebasedQuaternion = new Quaternion();
const rebasedPosition = new Vector3();
const sourceBone = originBoneStack.find((bone) => {
return bone.name === ikLinkData.sourceBoneName;
});
let tempNode = sourceBone;
// 循环次数为上行的深度,最大限度设为了4
for (let i = 0; i < depth; i++) {
objectNodes.push(tempNode);
addAnimationTrakInfoToNode(tempNode, animationClip);
tempNode = tempNode.parent;
}
const trackTimes = originRootBone.userData.keyframeTracks.position.times;
const ikQuaternionTrackValues = [];
const ikPositionTrackValues = [];
// 遍历时间,生成IK动画的轨道数据
for (const time of trackTimes) {
for (let i = 0; i < depth; i++) {
if (i === 0) {
getMatrixSomeTime(objectNodes[i], time, childMatrix);
} else {
getMatrixSomeTime(objectNodes[i], time, parentMatrix);
childMatrix.premultiply(parentMatrix);
}
}
rebasedQuaternion.setFromRotationMatrix(childMatrix);
// 对IK骨的旋转进行四元数抵消
const worldQuaternion = new Quaternion();
sourceBone.getWorldQuaternion(worldQuaternion);
// const worldRotation = new Euler();
// worldRotation.setFromQuaternion(worldQuaternion);
// worldRotation.x *= -1;
// worldRotation.y *= -1;
// worldRotation.z *= -1;
// worldQuaternion.setFromEuler(worldRotation);
rebasedQuaternion.multiply(worldQuaternion);
rebasedPosition.setFromMatrixPosition(childMatrix);
for (const value of rebasedQuaternion.toArray()) {
ikQuaternionTrackValues.push(value);
}
for (const value of rebasedPosition.toArray()) {
ikPositionTrackValues.push(value / positionScale);
}
}
const ikPositionTrack = new VectorKeyframeTrack(
`.bones[${ikLinkData.targetIkBoneName}].position`,
trackTimes,
new Float32Array(ikPositionTrackValues)
);
const ikQuaternionTrack = new QuaternionKeyframeTrack(
`.bones[${ikLinkData.targetIkBoneName}].quaternion`,
trackTimes,
new Float32Array(ikQuaternionTrackValues)
);
newAnimationClip.tracks.push(ikQuaternionTrack);
newAnimationClip.tracks.push(ikPositionTrack);
// 排除使用IK后会对动画播放产生影响的轨道
newAnimationClip.tracks = newAnimationClip.tracks.filter((track) => {
const trackInfo = PropertyBinding.parseTrackName(track.name);
const boneName = trackInfo.nodeName || trackInfo.objectIndex;
return ![
"左足",
"左ひざ",
"右足",
"右ひざ",
"右足先EX",
"左足先EX",
// "センター",
].includes(boneName);
});
}
return newAnimationClip;
}
// 获取某个节点某时刻相对于父级的矩阵
const _q1 = new Quaternion();
const _v1 = new Vector3();
const _v2 = new Vector3();
function getMatrixSomeTime(object, time, matrix) {
if (object.userData.keyframeTracks) {
const positionTrack = object.userData.keyframeTracks.position;
if (positionTrack.hasKeyframes) {
_v1.fromArray(positionTrack.interpolant.evaluate(time));
} else {
// 考虑到可能涉及到没有预处理的骨骼
_v1.fromArray(positionTrack.data);
}
const quaternionTrack = object.userData.keyframeTracks.quaternion;
if (quaternionTrack.hasKeyframes) {
_q1.fromArray(quaternionTrack.interpolant.evaluate(time));
} else {
_q1.fromArray(quaternionTrack.data);
}
const scaleTrack = object.userData.keyframeTracks.scale;
if (scaleTrack.hasKeyframes) {
_v2.fromArray(scaleTrack.interpolant.evaluate(time));
} else {
_v2.fromArray(scaleTrack.data);
}
} else {
_v1.copy(object.position);
_q1.copy(object.quaternion);
_v2.copy(object.scale);
}
matrix.compose(_v1, _q1, _v2);
}
// 将动画数据关联至骨骼用于之后解析,和上方的函数配合使用
function addAnimationTrakInfoToNode(node, animationClip) {
node.userData.keyframeTracks = {};
for (const track of animationClip.tracks) {
const trackInfo = PropertyBinding.parseTrackName(track.name);
const targetBone = trackInfo.nodeName || trackInfo.objectIndex;
if (targetBone === node.name) {
const trackItem = {};
// trackItem.type = trackInfo.propertyName;
trackItem.hasKeyframes = true;
trackItem.times = track.times;
trackItem.values = track.values;
// 之后会用到这个东西计算插值
trackItem.interpolant = track.createInterpolant();
node.userData.keyframeTracks[trackInfo.propertyName] = trackItem;
}
}
// 统一规范,为没有关键帧的数据创建轨道
for (const tranfromPropertyName of ["position", "quaternion", "scale"]) {
if (!node.userData.keyframeTracks[tranfromPropertyName]) {
const trackItem = {};
// trackItem.type = tranfromPropertyName;
trackItem.hasKeyframes = false;
trackItem.data = node[tranfromPropertyName].toArray();
node.userData.keyframeTracks[tranfromPropertyName] = trackItem;
}
}
}
export { convertAnimation, convertAnimationWithIK };