4 Name: 'MikuMikuDance model (.pmd)...'
7 Tooltip: 'Export PMD file for MikuMikuDance.'
9 __author__= ["ousttrue"]
15 This script exports a pmd model.
17 0.1 20100318: first implementation.
18 0.2 20100519: refactoring. use C extension.
19 1.0 20100530: implement basic features.
20 1.1 20100612: integrate 2.4 and 2.5.
21 1.2 20100616: implement rigid body.
22 1.3 20100619: fix rigid body, bone weight.
23 1.4 20100626: refactoring.
24 1.5 20100629: sphere map.
25 1.6 20100710: toon texture & bone group.
26 1.7 20100711: separate vertex with normal or uv.
27 2.0 20100724: update for Blender2.53.
28 2.1 20100731: add full python module.
29 2.2 20101005: update for Blender2.54.
30 2.3 20101228: update for Blender2.55.
31 2.4 20110429: update for Blender2.57b.
32 2.5 20110522: implement RigidBody and Constraint.
36 'category': 'Import/Export',
37 'name': 'Export: MikuMikuDance Model Format (.pmd)',
41 'location': 'File > Export',
42 'description': 'Export to the MikuMikuDance Model Format (.pmd)',
43 'warning': '', # used for warning icon and text in addons panel
44 'wiki_url': 'http://sourceforge.jp/projects/meshio/wiki/FrontPage',
45 'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
48 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
50 MMD_MB_COMMENT='mb_comment'
52 BASE_SHAPE_NAME='Basis'
53 RIGID_NAME='rigid_name'
54 RIGID_SHAPE_TYPE='rigid_shape_type'
55 RIGID_PROCESS_TYPE='rigid_process_type'
56 RIGID_BONE_NAME='rigid_bone_name'
57 #RIGID_LOCATION='rigid_loation'
58 RIGID_GROUP='ribid_group'
59 RIGID_INTERSECTION_GROUP='rigid_intersection_group'
60 RIGID_WEIGHT='rigid_weight'
61 RIGID_LINEAR_DAMPING='rigid_linear_damping'
62 RIGID_ANGULAR_DAMPING='rigid_angular_damping'
63 RIGID_RESTITUTION='rigid_restitution'
64 RIGID_FRICTION='rigid_friction'
65 CONSTRAINT_NAME='constraint_name'
66 CONSTRAINT_A='const_a'
67 CONSTRAINT_B='const_b'
68 CONSTRAINT_POS_MIN='const_pos_min'
69 CONSTRAINT_POS_MAX='const_pos_max'
70 CONSTRAINT_ROT_MIN='const_rot_min'
71 CONSTRAINT_ROT_MAX='const_rot_max'
72 CONSTRAINT_SPRING_POS='const_spring_pos'
73 CONSTRAINT_SPRING_ROT='const_spring_rot'
74 TOON_TEXTURE_OBJECT='ToonTextures'
77 ###############################################################################
79 ###############################################################################
85 from meshio import pmd, englishmap
86 print('use meshio C module')
89 from .pymeshio import englishmap
90 from .pymeshio import pmd
98 from . import bl25 as bl
102 def setMaterialParams(material, m):
104 material.diffuse.r=m.diffuse_color[0]
105 material.diffuse.g=m.diffuse_color[1]
106 material.diffuse.b=m.diffuse_color[2]
107 material.diffuse.a=m.alpha
109 material.shinness=0 if m.specular_toon_size<1e-5 else m.specular_hardness*10
110 material.specular.r=m.specular_color[0]
111 material.specular.g=m.specular_color[1]
112 material.specular.b=m.specular_color[2]
114 material.ambient.r=m.mirror_color[0]
115 material.ambient.g=m.mirror_color[1]
116 material.ambient.b=m.mirror_color[2]
118 material.flag=1 if m.subsurface_scattering.use else 0
120 material.toon_index=7
123 return s.encode('cp932')
127 __slots__=['o', 'children']
128 def __init__(self, o):
133 ###############################################################################
134 # Blenderのメッシュをワンスキンメッシュ化する
135 ###############################################################################
136 def near(x, y, EPSILON=1e-5):
138 return d>=-EPSILON and d<=EPSILON
141 class VertexAttribute(object):
143 'nx', 'ny', 'nz', # normal
146 def __init__(self, nx, ny, nz, u, v):
154 return "<vkey: %f, %f, %f, %f, %f>" % (
155 self.nx, self.ny, self.nz, self.u, self.v)
158 return int(100*(self.nx + self.ny + self.nz + self.u + self.v))
160 def __eq__(self, rhs):
161 return self.nx==rhs.nx and self.ny==rhs.ny and self.nz==rhs.nz and self.u==rhs.u and self.v==rhs.v
164 class VertexKey(object):
166 'obj_index', 'index',
169 def __init__(self, obj_index, index):
170 self.obj_index=obj_index
174 return "<vkey: %d, %d>" % (self.obj_index, self.index)
177 return self.index*100+self.obj_index
179 def __eq__(self, rhs):
180 return self.obj_index==rhs.obj_index and self.index==rhs.index
183 class VertexArray(object):
190 'attributes', # normal and uv
191 'b0', 'b1', 'weight',
196 # indexArrays split with each material
209 return "<VertexArray %d positions, %d indexArrays>" % (
210 len(self.positions), len(self.indexArrays))
214 self.positions, self.attributes,
215 self.b0, self.b1, self.weight)
218 keys=[key for key in self.indexArrays.keys()]
221 yield(key, self.indexArrays[key])
223 def __addOrGetIndex(self, obj_index, base_index, pos, normal, uv, b0, b1, weight0):
224 key=VertexKey(obj_index, base_index)
225 attribute=VertexAttribute(
226 normal[0], normal[1], normal[2],
228 if key in self.vertexMap:
229 if attribute in self.vertexMap[key]:
230 return self.vertexMap[key][attribute]
232 return self.__addVertex(self.vertexMap[key],
233 pos, attribute, b0, b1, weight0)
236 self.vertexMap[key]=vertexMapKey
237 return self.__addVertex(vertexMapKey,
238 pos, attribute, b0, b1, weight0)
240 def __addVertex(self, vertexMapKey, pos, attribute, b0, b1, weight0):
241 index=len(self.positions)
242 vertexMapKey[attribute]=index
244 self.positions.append((pos.x, pos.y, pos.z))
246 self.attributes.append(attribute)
250 self.weight.append(weight0)
254 def getMappedIndex(self, obj_name, base_index):
255 return self.vertexMap[VertexKey(self.objectMap[obj_name], base_index)]
257 def addTriangle(self,
258 object_name, material,
259 base_index0, base_index1, base_index2,
265 weight0, weight1, weight2
267 if object_name in self.objectMap:
268 obj_index=self.objectMap[object_name]
270 obj_index=len(self.objectMap)
271 self.objectMap[object_name]=obj_index
272 index0=self.__addOrGetIndex(obj_index, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
273 index1=self.__addOrGetIndex(obj_index, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
274 index2=self.__addOrGetIndex(obj_index, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
276 if not material in self.indexArrays:
277 self.indexArrays[material]=[]
278 self.indexArrays[material]+=[index0, index1, index2]
282 __slots__=['name', 'type', 'offsets']
283 def __init__(self, name, type):
288 def add(self, index, offset):
289 self.offsets.append((index, offset))
292 self.offsets.sort(key=lambda e: e[0])
295 return "<Morph %s>" % self.name
297 class IKSolver(object):
298 __slots__=['target', 'effector', 'length', 'iterations', 'weight']
299 def __init__(self, target, effector, length, iterations, weight):
301 self.effector=effector
303 self.iterations=iterations
312 class DefaultMatrial(object):
316 self.diffuse_color=[1, 1, 1]
319 self.specular_toon_size=0
320 self.specular_hardness=5
321 self.specular_color=[1, 1, 1]
323 self.mirror_color=[1, 1, 1]
325 self.subsurface_scattering=SSS()
327 self.texture_slots=[]
330 class OneSkinMesh(object):
331 __slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
333 self.vertexArray=VertexArray()
339 return "<OneSkinMesh %s, morph:%d>" % (
343 def addMesh(self, obj):
344 if not bl.object.isVisible(obj):
348 self.__rigidbody(obj)
349 self.__constraint(obj)
351 def __getWeightMap(self, obj, mesh):
355 def setWeight(i, name, w):
358 if i in secondWeightMap:
360 if w<secondWeightMap[i][1]:
362 elif w<weightMap[i][1]:
364 secondWeightMap[i]=(name, w)
367 weightMap[i]=(name, w)
369 if w>weightMap[i][1]:
371 secondWeightMap[i]=weightMap[i]
372 weightMap[i]=(name, w)
374 secondWeightMap[i]=(name, w)
376 weightMap[i]=(name, w)
378 # ToDo bone weightと関係ないvertex groupを除外する
379 for i, v in enumerate(mesh.vertices):
382 setWeight(i, obj.vertex_groups[g.group].name, g.weight)
385 setWeight(i, obj.vertex_groups[0].name, 1)
391 for i in xrange(len(mesh.vertices)):
392 if i in secondWeightMap:
393 secondWeightMap[i]=(secondWeightMap[i][0], 1.0-weightMap[i][1])
395 weightMap[i]=(weightMap[i][0], 1.0)
396 secondWeightMap[i]=("", 0)
398 print("no weight vertex")
400 secondWeightMap[i]=("", 0)
402 return weightMap, secondWeightMap
404 def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
405 default_material=DefaultMatrial()
407 for i, face in enumerate(mesh.faces):
408 faceVertexCount=bl.face.getVertexCount(face)
410 material=mesh.materials[bl.face.getMaterialIndex(face)]
411 except IndexError as e:
412 material=default_material
413 v=[mesh.vertices[index] for index in bl.face.getVertices(face)]
414 uv=bl.mesh.getFaceUV(
415 mesh, i, face, bl.face.getVertexCount(face))
417 if faceVertexCount==3:
419 self.vertexArray.addTriangle(
420 obj_name, material.name,
427 bl.vertex.getNormal(v[2]),
428 bl.vertex.getNormal(v[1]),
429 bl.vertex.getNormal(v[0]),
433 weightMap[v[2].index][0],
434 weightMap[v[1].index][0],
435 weightMap[v[0].index][0],
436 secondWeightMap[v[2].index][0],
437 secondWeightMap[v[1].index][0],
438 secondWeightMap[v[0].index][0],
439 weightMap[v[2].index][1],
440 weightMap[v[1].index][1],
441 weightMap[v[0].index][1]
443 elif faceVertexCount==4:
445 self.vertexArray.addTriangle(
446 obj_name, material.name,
453 bl.vertex.getNormal(v[2]),
454 bl.vertex.getNormal(v[1]),
455 bl.vertex.getNormal(v[0]),
459 weightMap[v[2].index][0],
460 weightMap[v[1].index][0],
461 weightMap[v[0].index][0],
462 secondWeightMap[v[2].index][0],
463 secondWeightMap[v[1].index][0],
464 secondWeightMap[v[0].index][0],
465 weightMap[v[2].index][1],
466 weightMap[v[1].index][1],
467 weightMap[v[0].index][1]
469 self.vertexArray.addTriangle(
470 obj_name, material.name,
477 bl.vertex.getNormal(v[0]),
478 bl.vertex.getNormal(v[3]),
479 bl.vertex.getNormal(v[2]),
483 weightMap[v[0].index][0],
484 weightMap[v[3].index][0],
485 weightMap[v[2].index][0],
486 secondWeightMap[v[0].index][0],
487 secondWeightMap[v[3].index][0],
488 secondWeightMap[v[2].index][0],
489 weightMap[v[0].index][1],
490 weightMap[v[3].index][1],
491 weightMap[v[2].index][1]
494 def __mesh(self, obj):
495 if RIGID_SHAPE_TYPE in obj:
497 if CONSTRAINT_A in obj:
500 bl.message("export: %s" % obj.name)
502 # メッシュのコピーを生成してオブジェクトの行列を適用する
503 copyMesh, copyObj=bl.object.duplicate(obj)
504 if len(copyMesh.vertices)>0:
509 copyObj.scale=obj.scale
510 bpy.ops.object.transform_apply(scale=True)
511 copyObj.rotation_euler=obj.rotation_euler
512 bpy.ops.object.transform_apply(rotation=True)
513 copyObj.location=obj.location
514 bpy.ops.object.transform_apply(location=True)
515 except AttributeError as e:
517 copyObj.scale=obj.scale
518 bpy.ops.object.scale_apply()
519 copyObj.rotation_euler=obj.rotation_euler
520 bpy.ops.object.rotation_apply()
521 copyObj.location=obj.location
522 bpy.ops.object.location_apply()
524 copyMesh.transform(obj.matrix_world)
527 for m in [m for m in copyObj.modifiers]:
528 if m.type=='SOLIDFY':
530 elif m.type=='ARMATURE':
532 elif m.type=='MIRROR':
533 bpy.ops.object.modifier_apply(modifier=m.name)
537 weightMap, secondWeightMap=self.__getWeightMap(copyObj, copyMesh)
538 self.__processFaces(obj.name, copyMesh, weightMap, secondWeightMap)
539 bl.object.delete(copyObj)
541 def createEmptyBasicSkin(self):
542 self.__getOrCreateMorph('base', 0)
544 def __skin(self, obj):
545 if not bl.object.hasShapeKey(obj):
549 blenderMesh=bl.object.getData(obj)
553 vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
557 for b in bl.object.getShapeKeys(obj):
558 if b.name==BASE_SHAPE_NAME:
559 baseMorph=self.__getOrCreateMorph('base', 0)
564 v=bl.shapekey.getByIndex(b, index)
565 pos=[v[0], v[1], v[2]]
567 indices=self.vertexArray.getMappedIndex(obj.name, index)
568 for attribute, i in indices.items():
573 baseMorph.add(i, pos)
574 indexRelativeMap[i]=relativeIndex
579 #print(basis.name, len(baseMorph.offsets))
581 if len(baseMorph.offsets)==0:
585 for b in bl.object.getShapeKeys(obj):
586 if b.name==BASE_SHAPE_NAME:
590 morph=self.__getOrCreateMorph(b.name, 4)
592 for index, src, dst in zip(
593 xrange(len(blenderMesh.vertices)),
594 bl.shapekey.get(basis),
596 offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
597 if offset[0]==0 and offset[1]==0 and offset[2]==0:
600 indices=self.vertexArray.getMappedIndex(obj.name, index)
601 for attribute, i in indices.items():
605 morph.add(indexRelativeMap[i], offset)
606 assert(len(morph.offsets)<len(baseMorph.offsets))
609 original=self.morphList[:]
611 for i, v in enumerate(englishmap.skinMap):
615 return len(englishmap.skinMap)
616 self.morphList.sort(key=getIndex)
618 def __rigidbody(self, obj):
619 if not RIGID_SHAPE_TYPE in obj:
621 self.rigidbodies.append(obj)
623 def __constraint(self, obj):
624 if not CONSTRAINT_A in obj:
626 self.constraints.append(obj)
628 def __getOrCreateMorph(self, name, type):
629 for m in self.morphList:
633 self.morphList.append(m)
636 def getVertexCount(self):
637 return len(self.vertexArray.positions)
641 __slots__=['index', 'name', 'ik_index',
642 'pos', 'tail', 'parent_index', 'tail_index', 'type', 'isConnect']
643 def __init__(self, name, pos, tail, isConnect):
648 self.parent_index=None
651 self.isConnect=isConnect
654 def __eq__(self, rhs):
655 return self.index==rhs.index
658 return "<Bone %s %d>" % (self.name, self.type)
660 class BoneBuilder(object):
661 __slots__=['bones', 'boneMap', 'ik_list', 'bone_groups',]
668 def getBoneGroup(self, bone):
669 for i, g in enumerate(self.bone_groups):
673 print('no gorup', bone)
676 def build(self, armatureObj):
680 bl.message("build skeleton")
681 armature=bl.object.getData(armatureObj)
686 for g in bl.object.boneGroups(armatureObj):
687 self.bone_groups.append((g.name, []))
692 for b in armature.bones.values():
696 bl.bone.getHeadLocal(b),
697 bl.bone.getTailLocal(b),
700 self.__getBone(bone, b)
702 for b in armature.bones.values():
704 self.__checkConnection(b, None)
709 pose = bl.object.getPose(armatureObj)
710 for b in pose.bones.values():
714 self.__assignBoneGroup(b, b.bone_group)
715 for c in b.constraints:
716 if bl.constraint.isIKSolver(c):
720 target=self.__boneByName(bl.constraint.ikTarget(c))
727 link=self.__boneByName(b.name)
732 chainLength=bl.constraint.ikChainLen(c)
733 for i in range(chainLength):
735 chainBone=self.__boneByName(e.name)
737 chainBone.ik_index=target.index
740 IKSolver(target, link, chainLength,
741 int(bl.constraint.ikItration(c) * 0.1),
742 bl.constraint.ikRotationWeight(c)
752 for i, v in enumerate(englishmap.boneMap):
753 if v[0]==ik.target.name:
755 return len(englishmap.boneMap)
756 self.ik_list.sort(key=getIndex)
758 def __assignBoneGroup(self, poseBone, boneGroup):
760 for g in self.bone_groups:
761 if g[0]==boneGroup.name:
762 g[1].append(poseBone.name)
764 def __checkConnection(self, b, p):
765 if bl.bone.isConnected(b):
766 parent=self.__boneByName(p.name)
767 parent.isConnect=True
770 self.__checkConnection(c, b)
776 boneMap=englishmap.boneMap
777 original=self.bones[:]
779 for i, k_v in enumerate(boneMap):
780 if k_v[0]==bone.name:
785 self.bones.sort(key=getIndex)
788 for i, b in enumerate(self.bones):
789 src=original.index(b)
792 b.index=sortMap[b.index]
794 b.parent_index=sortMap[b.parent_index]
796 b.tail_index=sortMap[b.tail_index]
798 b.ik_index=sortMap[b.ik_index]
806 if b.parent_index==None:
807 b.parent_index=0xFFFF
809 if b.type==6 or b.type==7:
811 parent=self.bones[b.parent_index]
812 #print('parnet', parent.name)
813 parent.tail_index=b.index
816 if b.tail_index==None:
821 def getIndex(self, bone):
822 for i, b in enumerate(self.bones):
827 def indexByName(self, name):
832 return self.getIndex(self.__boneByName(name))
836 def __boneByName(self, name):
837 return self.boneMap[name]
839 def __getBone(self, parent, b):
840 if len(b.children)==0:
844 for i, c in enumerate(b.children):
846 bl.bone.getHeadLocal(c),
847 bl.bone.getTailLocal(c),
848 bl.bone.isConnected(c))
851 bone.parent_index=parent.index
853 if bone.isConnect or (not parent.tail_index and parent.tail==bone.pos):
854 parent.tail_index=bone.index
855 self.__getBone(bone, c)
857 def __addBone(self, bone):
858 bone.index=len(self.bones)
859 self.bones.append(bone)
860 self.boneMap[bone.name]=bone
863 class PmdExporter(object):
875 self.armatureObj=None
879 for o in bl.object.each():
880 object_node_map[o]=Node(o)
881 for o in bl.object.each():
882 node=object_node_map[o]
884 object_node_map[node.o.parent].children.append(node)
887 root=object_node_map[bl.object.getActive()]
889 self.englishName=o.name
890 self.englishComment=o[MMD_COMMENT] if MMD_COMMENT in o else 'blender export\n'
891 self.name=o[MMD_MB_NAME] if MMD_MB_NAME in o else 'Blenderエクスポート'
892 self.comment=o[MMD_MB_COMMENT] if MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
895 self.oneSkinMesh=OneSkinMesh()
896 self.__createOneSkinMesh(root)
897 bl.message(self.oneSkinMesh)
898 if len(self.oneSkinMesh.morphList)==0:
900 self.oneSkinMesh.createEmptyBasicSkin()
903 self.skeleton=BoneBuilder()
904 self.skeleton.build(self.armatureObj)
906 def __createOneSkinMesh(self, node):
907 ############################################################
908 # search armature modifier
909 ############################################################
910 for m in node.o.modifiers:
911 if bl.modifier.isType(m, 'ARMATURE'):
912 armatureObj=bl.modifier.getArmatureObject(m)
913 if not self.armatureObj:
914 self.armatureObj=armatureObj
915 elif self.armatureObj!=armatureObj:
916 print("warning! found multiple armature. ignored.",
919 if node.o.type.upper()=='MESH':
920 self.oneSkinMesh.addMesh(node.o)
922 for child in node.children:
923 self.__createOneSkinMesh(child)
925 def write(self, path):
928 io.comment=self.comment
932 for pos, attribute, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
933 # convert right-handed z-up to left-handed y-up
938 v.normal.x=attribute.nx
939 v.normal.y=attribute.ny
940 v.normal.z=attribute.nz
942 v.uv.y=1.0-attribute.v # reverse vertical
943 v.bone0=self.skeleton.indexByName(b0)
944 v.bone1=self.skeleton.indexByName(b1)
945 v.weight0=int(100*weight)
946 v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
949 vertexCount=self.oneSkinMesh.getVertexCount()
950 for material_name, indices in self.oneSkinMesh.vertexArray.each():
951 #print('material:', material_name)
953 m=bl.material.get(material_name)
954 except KeyError as e:
957 material=io.addMaterial()
958 setMaterialParams(material, m)
960 material.vertex_count=len(indices)
961 material.toon_index=0
962 def get_texture_name(texture):
963 pos=texture.replace("\\", "/").rfind("/")
967 return texture[pos+1:]
968 textures=[get_texture_name(path)
969 for path in bl.material.eachEnalbeTexturePath(m)]
972 material.texture='*'.join(textures)
977 assert(i<vertexCount)
978 for i in xrange(0, len(indices), 3):
980 io.indices.append(indices[i])
981 io.indices.append(indices[i+1])
982 io.indices.append(indices[i+2])
986 for i, b in enumerate(self.skeleton.bones):
990 boneNameMap[b.name]=i
991 v=englishmap.getUnicodeBoneName(b.name)
998 bone_english_name=toCP932(b.name)
999 if len(bone_english_name)>=20:
1000 print(bone_english_name)
1001 #assert(len(bone_english_name)<20)
1002 bone.english_name=bone_english_name
1007 b.ik_index=self.skeleton.indexByName('eyes')
1012 bone.parent_index=b.parent_index
1013 bone.tail_index=b.tail_index
1014 bone.ik_index=b.ik_index
1016 # convert right-handed z-up to left-handed y-up
1017 bone.pos.x=b.pos[0] if not near(b.pos[0], 0) else 0
1018 bone.pos.y=b.pos[2] if not near(b.pos[2], 0) else 0
1019 bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
1022 for ik in self.skeleton.ik_list:
1024 solver.index=self.skeleton.getIndex(ik.target)
1025 solver.target=self.skeleton.getIndex(ik.effector)
1026 solver.length=ik.length
1027 b=self.skeleton.bones[ik.effector.parent_index]
1028 for i in xrange(solver.length):
1029 solver.children.append(self.skeleton.getIndex(b))
1030 b=self.skeleton.bones[b.parent_index]
1031 solver.iterations=ik.iterations
1032 solver.weight=ik.weight
1035 for i, m in enumerate(self.oneSkinMesh.morphList):
1039 v=englishmap.getUnicodeSkinName(m.name)
1041 v=[m.name, m.name, 0]
1044 morph.english_name=m.name
1047 for index, offset in m.offsets:
1048 # convert right-handed z-up to left-handed y-up
1049 morph.append(index, offset[0], offset[2], offset[1])
1050 morph.vertex_count=len(m.offsets)
1054 for i, m in enumerate(self.oneSkinMesh.morphList):
1056 io.face_list.append(i)
1057 for i, m in enumerate(self.oneSkinMesh.morphList):
1059 io.face_list.append(i)
1060 for i, m in enumerate(self.oneSkinMesh.morphList):
1062 io.face_list.append(i)
1063 for i, m in enumerate(self.oneSkinMesh.morphList):
1065 io.face_list.append(i)
1068 for g in self.skeleton.bone_groups:
1069 boneDisplayName=io.addBoneGroup()
1071 name=englishmap.getUnicodeBoneGroupName(g[0])
1074 boneDisplayName.name=name+'\n'
1077 boneDisplayName.english_name=englishName+'\n'
1080 for i, b in enumerate(self.skeleton.bones):
1083 if b.type in [6, 7]:
1085 io.addBoneDisplay(i, self.skeleton.getBoneGroup(b))
1087 #assert(len(io.bones)==len(io.bone_display_list)+1)
1090 io.english_name=self.englishName
1091 io.english_comment=self.englishComment
1095 for o in bl.object.each():
1097 if o.name.startswith(TOON_TEXTURE_OBJECT):
1103 toonMesh=bl.object.getData(toonMeshObject)
1104 toonMaterial=bl.mesh.getMaterial(toonMesh, 0)
1106 t=bl.material.getTexture(toonMaterial, i)
1108 io.toon_textures[i]="%s" % t.name
1110 io.toon_textures[i]="toon%02d.bmp" % (i+1)
1113 io.toon_textures[i]="toon%02d.bmp" % (i+1)
1117 for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
1118 name=obj[RIGID_NAME] if RIGID_NAME in obj else obj.name
1120 rigidBody=pmd.RigidBody(name)
1121 rigidNameMap[name]=i
1122 boneIndex=boneNameMap[obj[RIGID_BONE_NAME]]
1125 bone=self.skeleton.bones[0]
1127 bone=self.skeleton.bones[boneIndex]
1128 rigidBody.boneIndex=boneIndex
1129 #rigidBody.position.x=obj[RIGID_LOCATION][0]
1130 #rigidBody.position.y=obj[RIGID_LOCATION][1]
1131 #rigidBody.position.z=obj[RIGID_LOCATION][2]
1132 rigidBody.position.x=obj.location.x-bone.pos[0]
1133 rigidBody.position.y=obj.location.z-bone.pos[2]
1134 rigidBody.position.z=obj.location.y-bone.pos[1]
1135 rigidBody.rotation.x=-obj.rotation_euler[0]
1136 rigidBody.rotation.y=-obj.rotation_euler[2]
1137 rigidBody.rotation.z=-obj.rotation_euler[1]
1138 rigidBody.processType=obj[RIGID_PROCESS_TYPE]
1139 rigidBody.group=obj[RIGID_GROUP]
1140 rigidBody.target=obj[RIGID_INTERSECTION_GROUP]
1141 rigidBody.weight=obj[RIGID_WEIGHT]
1142 rigidBody.linearDamping=obj[RIGID_LINEAR_DAMPING]
1143 rigidBody.angularDamping=obj[RIGID_ANGULAR_DAMPING]
1144 rigidBody.restitution=obj[RIGID_RESTITUTION]
1145 rigidBody.friction=obj[RIGID_FRICTION]
1146 if obj[RIGID_SHAPE_TYPE]==0:
1147 rigidBody.shapeType=pmd.SHAPE_SPHERE
1148 rigidBody.w=obj.scale[0]
1151 elif obj[RIGID_SHAPE_TYPE]==1:
1152 rigidBody.shapeType=pmd.SHAPE_BOX
1153 rigidBody.w=obj.scale[0]
1154 rigidBody.d=obj.scale[1]
1155 rigidBody.h=obj.scale[2]
1156 elif obj[RIGID_SHAPE_TYPE]==2:
1157 rigidBody.shapeType=pmd.SHAPE_CAPSULE
1158 rigidBody.w=obj.scale[0]
1159 rigidBody.h=obj.scale[2]
1161 io.rigidbodies.append(rigidBody)
1164 for obj in self.oneSkinMesh.constraints:
1165 constraint=pmd.Constraint(obj[CONSTRAINT_NAME])
1166 constraint.rigidA=rigidNameMap[obj[CONSTRAINT_A]]
1167 constraint.rigidB=rigidNameMap[obj[CONSTRAINT_B]]
1168 constraint.pos.x=obj.location[0]
1169 constraint.pos.y=obj.location[2]
1170 constraint.pos.z=obj.location[1]
1171 constraint.rot.x=-obj.rotation_euler[0]
1172 constraint.rot.y=-obj.rotation_euler[2]
1173 constraint.rot.z=-obj.rotation_euler[1]
1174 constraint.constraintPosMin.x=obj[CONSTRAINT_POS_MIN][0]
1175 constraint.constraintPosMin.y=obj[CONSTRAINT_POS_MIN][1]
1176 constraint.constraintPosMin.z=obj[CONSTRAINT_POS_MIN][2]
1177 constraint.constraintPosMax.x=obj[CONSTRAINT_POS_MAX][0]
1178 constraint.constraintPosMax.y=obj[CONSTRAINT_POS_MAX][1]
1179 constraint.constraintPosMax.z=obj[CONSTRAINT_POS_MAX][2]
1180 constraint.constraintRotMin.x=obj[CONSTRAINT_ROT_MIN][0]
1181 constraint.constraintRotMin.y=obj[CONSTRAINT_ROT_MIN][1]
1182 constraint.constraintRotMin.z=obj[CONSTRAINT_ROT_MIN][2]
1183 constraint.constraintRotMax.x=obj[CONSTRAINT_ROT_MAX][0]
1184 constraint.constraintRotMax.y=obj[CONSTRAINT_ROT_MAX][1]
1185 constraint.constraintRotMax.z=obj[CONSTRAINT_ROT_MAX][2]
1186 constraint.springPos.x=obj[CONSTRAINT_SPRING_POS][0]
1187 constraint.springPos.y=obj[CONSTRAINT_SPRING_POS][1]
1188 constraint.springPos.z=obj[CONSTRAINT_SPRING_POS][2]
1189 constraint.springRot.x=obj[CONSTRAINT_SPRING_ROT][0]
1190 constraint.springRot.y=obj[CONSTRAINT_SPRING_ROT][1]
1191 constraint.springRot.z=obj[CONSTRAINT_SPRING_ROT][2]
1192 io.constraints.append(constraint)
1195 bl.message('write: %s' % path)
1196 return io.write(path)
1199 def _execute(filepath=''):
1200 active=bl.object.getActive()
1202 print("abort. no active object.")
1204 exporter=PmdExporter()
1207 exporter.write(filepath)
1208 bl.object.activate(active)