Armature Python Animation - animation

I want to animate a foot in blender with python. I have already made the foot and the armature and animated it by inserting key frames manually. But I need the animation to vary depending on some variables, this is why I need to animate it using pthon. How can I do this??
I've tried with the command "keyframe_insert" but it didn't designate a pose from the foot to the key frame.
import bpy
DOU = bpy.data.objects["Exoesqueleto"]
DOU.keyframe_insert(data_path = "rotation_axis_angle", frame=0)
bpy.ops.transform.translate(value=(0.29104, 0, 0),
constraint_axis=(False, False, False),
constraint_orientation='GLOBAL',
mirror=False, proportional='DISABLED',
proportional_edit_falloff='SMOOTH',
proportional_size=1)
DOU.keyframe_insert(data_path = "rotation_axis_angle", frame=5)
I expect the foot to moove when I went through frames 0 to 5, but it just mooved in one direction that wasn't even the direction I wanted.

You want to use keyframe_insert on each pose bone, not the armature object.
import bpy
rig = bpy.data.objects['Exoesqueleto']
bone = rig.pose.bones['Bone']
bone.rotation_euler = (0, 0, 0)
bone.keyframe_insert('rotation_euler', frame=1)
bone.rotation_euler = (0.29104, 0, 0)
bone.keyframe_insert('rotation_euler', frame=5)
Also for blender specific scripting, you will find more help at blender.stackexchange

Related

Change water color in d3 orthographic transition map

I am new to D3 and this is my first question to stackoverflow.
I am trying to change the color of the water in this example that contains transitions:
http://bl.ocks.org/mbostock/4183330
I am able to change the color in this example, which is static: http://bl.ocks.org/mbostock/3757125
I found this thread: How can I color ocean with topojson in d3 when I have coordinate info for land? However, this changes the area outside of the globe as well.
This section of the code appears to be the styling, but I can't figure what to add to change the water color.
c.fillStyle = "#bbb", c.beginPath(), path(land), c.fill();
c.fillStyle = "#f00", c.beginPath(), path(countries[i]), c.fill();
c.strokeStyle = "#fff", c.lineWidth = .5, c.beginPath(), path(borders), c.stroke();
c.strokeStyle = "#000", c.lineWidth = 2, c.beginPath(), path(globe), c.stroke();
Also, seeing the line of code below, I searched online for a reference list of possible topojson features and/or objects that might indicate water, and maybe I could figure out how to style that, but couldn't find one:
land = topojson.feature(world, world.objects.land),
I'm wondering if maybe this has something to do with canvas (which I don't really grasp).
Hopefully, I'm overlooking something obvious and noob-like.
Thanks much!
Ha! Of course:
Modify this line:
c.strokeStyle = "#ccc", c.lineWidth = .5 * ratio, c.beginPath(), path(globe), c.stroke();
To this:
c.fillStyle = "#000", c.beginPath(), path(globe), c.fill();
I feel silly, but I guess sometimes it takes writing it all out for the brain cells to click. Thanks!

ThreeJS object outlines and masking

I have a problem with masking in Three.js.
I want to have outline around object and I did it using this tutorial
http://www.codeproject.com/Articles/8499/Generating-Outlines-in-OpenGL
I wrote this code;
renderer.autoClear = false;
...
renderer.render(scene, camera);
...
var gl = this.world.renderer.domElement.getContext('webgl') || this.world.renderer.domElement.getContext('experimental-webgl');
gl.clearStencil(0);
gl.clear(gl.STENCIL_BUFFER_BIT);
gl.enable(gl.STENCIL_TEST);
gl.stencilFunc(gl.ALWAYS, 1, 1);
gl.stencilOp(gl.KEEP, gl.REPLACE, gl.REPLACE);
gl.colorMask(0, 0, 0, 0);
renderer.render(sceneMask, camera);
gl.colorMask(1, 1, 1, 1);
gl.stencilFunc(gl.NOTEQUAL, 1, 1);
gl.stencilOp(gl.KEEP, gl.REPLACE, gl.REPLACE);
renderer.render(sceneOutlines, camera);
gl.disable(gl.STENCIL_TEST);
and it works like a charm.
But i want to have outline more thicker. On windows, web browsers using angle and DirectX so i can render thicker lines.
(I know that i can use scaled object by vertex normals, but in this way i will create outline thicker in some places and thiner in other)
Then i got the idea, to blur outline.
I found this tutorial
(this is not a http link)://stemkoski.blogspot.com/2013/03/using-shaders-and-selective-glow.html
and i add MaskPass before rendering scene with objects that will be blured.
What happend then? Nothing.
I inverting mask and disabling buffer clear for mask and render passes but in overall i dont know what im doing.
This is the jsFiddle with some example that i made.
http://jsfiddle.net/9MtGR/15/
It looks like outline works but im using additive shader and green cube (that should work as outline) is added to red cube (that should receive outline).
Is it possible to use Three.js masking in the way that red cube will have green blured outline?
Or mayby is there other way to get the same effect using not Three.js methods?
P.S. This is a matter of life and death so it's not a joke.
When I was working on some animation that required me to include star-wars-like lasers - that what helped in the end: http://bkcore.com/blog/3d/webgl-three-js-animated-selective-glow.html
Especially this example: http://demo.bkcore.com/threejs/webgl_tron_iso.html

images in layers with movement and transparency - wxpython

It might sound unproper 'images in layers' like in Photoshop but in fact that is what I have and would like to make working.
I use a set of wx.boxsizer's to have a nice&organized screen after launching my program.
In one row of Horizontal wx.BoxSizer's I have 3 columns done with different wx.Panels and each of that is containing moving wx.StaticBitmaps done by a Timer function.
The second wx.Panel which is in the middle with 0 proportion to mantain original panel size contains 2 images actually, one PNG with transparency and the moving wx.StaticBitmap which should be the background for this PNG.
This is not working out for me. I simply want that the PNG to be over the other image which is moved by the timer. 2 layers if you like.
It is creating a nice very simple and basic action effect (like the object in the PNG is running)
Now I thought of a few ways to go about this but none of them worked:
Figure out how python decides which image to bring in front and which would stay behind. Manipulate that
Keep the moving image in the sizer and take out the PNG and place it over the moving image (than I need to dynamically determine where is that moving image)
Make the moving image the wx.panel background and then probably I can simply call the transparent PNG over it.
I will paste here a part of my script for the brave eyes:
class AnimationPanel(wx.Panel):
def __init__(self, parent):
wx.Panel.__init__(self, parent)
self.loc = wx.Image("intro/runner.png",wx.BITMAP_TYPE_PNG).ConvertToBitmap()
self.locpic = wx.StaticBitmap(self, -1, self.loc, (0, 0), (self.loc.GetWidth(), self.loc.GetHeight()))
self.xer = 3080
self.xer2 = 2310
self.xer3 = 1540
self.env = wx.Image("intro/environ1.png",wx.BITMAP_TYPE_PNG).ConvertToBitmap()
self.env2 = wx.Image("intro/environ2.png",wx.BITMAP_TYPE_PNG).ConvertToBitmap()
self.env3 = wx.Image("intro/environ3.png",wx.BITMAP_TYPE_PNG).ConvertToBitmap()
self.picture = wx.StaticBitmap(self, -1, self.env, (0, 0), (self.env.GetWidth(), self.env.GetHeight()))
self.picture2 = wx.StaticBitmap(self, -1, self.env2, (770, 0), (self.env2.GetWidth(), self.env2.GetHeight()))
self.picture3 = wx.StaticBitmap(self, -1, self.env3, (1540, 0), (self.env3.GetWidth(), self.env3.GetHeight()))
self.timer = wx.Timer(self)
self.Bind(wx.EVT_TIMER, self.OnTimer, self.timer)
self.timer.Start(5)
def OnTimer(self, event):
if self.xer <= 3080:
self.xer += 1
self.picture.Move((self.xer,0))
else:
self.xer = -770
if self.xer2 <= 3080:
self.xer2 += 1
self.picture2.Move((self.xer2,0))
else:
self.xer2 = -770
if self.xer3 <= 3080:
self.xer3 += 1
self.picture3.Move((self.xer3,0))
else:
self.xer3 = -770
This is in the main frame:
ap = AnimationPanel(self)
v2box = wx.BoxSizer(wx.HORIZONTAL)
v2box.Add(someother, 1, wx.EXPAND)
v2box.Add(ap, 0, wx.EXPAND)
v2box.Add(someother, 1, wx.EXPAND)
I did put research in this but I'm quite of a beginner so please help me out with some simple tips or suggestions if it's possible.
Thanks.
In the wxpython demo install there is a samples folder that has a pySketch demo.
In this code it creates dc drawn objects that can be moved in front and behind other objects.
A quick look over this code it looks like the drawn items are stored in a list and then drawn in the list order.
I guess that's how you would implement your layering, you would have a list of layers and in each layer you would store your items for that layer.

How to use Transformation Matrix for SpriteBatch correctly?

I'm new to XNA and would like to develop a light-weight 2D engine over it, with the entities organized into parent-child hierarchy. I think of matrix when drawing children, because their position, rotation and scale are depend on their parent.
If I use SpriteBatch.Begin(), my rectangles can be drawn on the screen, but when I change them into:
this.DrawingMatrix = Matrix.Identity;
this.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullClockwise, null, this.DrawingMatrix);
nothing is drawn anymore. I even tried new Matrix() or Matrix.CreateTranslation(0, 0, 0) for DrawingMatrix.
My first question is: why doesn't it work? I'm not working with any camera or viewport.
Secondly, before drawing an entity, I call the PreDraw to transform the matrix (I will then reset to original state at PostDraw):
protected virtual void PreDraw(Engine pEngine)
{
pEngine.DrawingMatrix *=
Matrix.CreateTranslation(this.X, this.Y, 0) *
Matrix.CreateScale(this.ScaleX, this.ScaleY, 1) *
Matrix.CreateRotationZ(this.Rotation);
}
Please clarify the correction of above code. And I need to scale not at the origin, but at ScaleCenterX and ScaleCenterY, how can I achieve this?
ADDED: Here is an example of my engine's draw process:
Call these code:
this.DrawingMatrix = Matrix.CreateTranslation(0, 0, 0);
this.SpriteBatch.Begin(SpriteSortMode.Deferred, BlendState.AlphaBlend, SamplerState.LinearClamp, DepthStencilState.None, RasterizerState.CullClockwise, null, this.DrawingMatrix);
Call PreDraw(), with is:
protected virtual void PreDraw(Engine pEngine)
{
pEngine.DrawingMatrix *=
Matrix.CreateTranslation(this.X, this.Y, 0) *
Matrix.CreateScale(this.ScaleX, this.ScaleY, 1) *
Matrix.CreateRotationZ(this.Rotation);
}
Call Draw(), for example, in my Rect class:
protected override void Draw(Engine pEngine)
{
pEngine.SpriteBatch.Draw(pEngine.RectangleTexture, new Rectangle(0, 0, (int)this.Width, (int)this.Height), new Rectangle(0, 0, 1, 1), this.Color);
}
If I replace above Begin code with this.SpriteBatch.Begin(), the rectangle is drawn correctly, so I guess it is because of the matrix.
First issue is a simple bug: The default for SpriteBatch is CullCounterClockwise, but you have specified CullClockwise causing all your sprites to get back-face-culled. You can pass null if you just want to use the default render states - you don't need to specify them explicitly.
(You would need to change the cull mode if you used a negative scale.)
To answer your second question: You need to translate "back" to place the scaling origin (your ScaleCenterX and ScaleCenterY) at the world origin (0,0). Transformations always happen around (0,0). So normally the order is: translate sprite origin back to the world origin, scale, rotate, translate to place sprite origin at desired world position.
Also, I hope that your PostDraw is not applying the reverse transformations (you made it sound like it does). That is very likely to cause precision problems. You should save and restore the matrix instead.

In Matplotlib, how do you add an Imagedraw object to a PyPlot?

I need to add a shape to a preexisting image generated using a pyplot (plt). The best way I know of to generate basic shapes quickly is using Imagedraw's predefined shapes. The original data has points with corresponding colors in line_holder and colorholder. I need to add a bounding box (or in this case ellipse) to the plot to make it obvious to the user whether the data is in an acceptable range.
import matplotlib.pyplot as plt
from matplotlib.collections import LineCollection
from PIL import Image
...
lines = LineCollection(mpl.line_holder, colors=mpl.colorholder , linestyle='solid')
plt.axes().add_collection(lines)
plt.axes().set_aspect('equal', 'datalim')
plt.axes().autoscale_view(True,True,True)
plt.draw()
plt.show()
I tried inserting this before the show():
image = Image.new('1',(int(ceil(disc/conv))+2,int(ceil(disc/conv))+1), 1)
draw = ImageDraw.Draw(image)
box=(1, 1, int(ceil(disc/conv)), int(ceil(disc/conv))) #create bounding box
draw.ellipse(box, 1, 0) #draw circle in black
but I cannot find a way to then add this ellipse to the pyplot. Does anyone know how one would go about getting the images together? If it is not possible to add an imagedraw object to a pyplot, are there good alternatives for performing this type of operation?
Matplotlib has several patches (shapes) that appear to meet your needs (and remove PIL as a dependency). They are documented here. A helpful example using shapes is here.
To add an ellipse to a plot, you first create a Ellipse patch and then add that patch to the axes you're currently working on. Beware that Circle's (or Ellipse's with equal minor radii) will appear elliptical if your aspect ratio is not equal.
In your snippet you call plt.axes() several times. This is unnecessary, as it is just returning the current axes object. I think it is clearer to keep the axes object and directly operate on it rather than repeatedly getting the same object via plt.axes(). As far as axes() is used in your snippet, gca() does the same thing. The end of my script demonstrates this.
I've also replaced your add_collection() line by a plotting a single line. These essentially do the same thing and allows my snippet to be executed as a standalone script.
import matplotlib.pyplot as plt
import matplotlib as mpl
# set up your axes object
ax = plt.axes()
ax.set_aspect('equal', 'datalim')
ax.autoscale_view(True, True, True)
# adding a LineCollection is equivalent to plotting a line
# this will run as a stand alone script
x = range(10)
plt.plot( x, x, 'x-')
# add and ellipse to the axes
c = mpl.patches.Ellipse( (5, 5), 1, 6, angle=45)
ax.add_patch(c)
# you can get the current axes a few ways
ax2 = plt.axes()
c2 = mpl.patches.Ellipse( (7, 7), 1, 6, angle=-45, color='green')
ax2.add_patch(c2)
ax3 = plt.gca()
c3 = mpl.patches.Ellipse( (0, 2), 3, 3, color='black')
ax3.add_patch(c3)
print id(ax), id(ax2), id(ax3)
plt.show()

Resources