4 Name: 'MikuMikuDance model (.pmd)...'
7 Tooltip: 'Import PMD file for MikuMikuDance.'
9 __author__= ["ousttrue"]
14 0.2: 20091209 implement IK.
15 0.3: 20091210 implement morph target.
16 0.4: 20100305 use english name.
17 0.5: 20100408 cleanup not used vertices.
18 0.6: 20100416 fix fornt face. texture load fail safe. add progress.
19 0.7: 20100506 C extension.
22 from Blender import Mathutils
30 from meshio import pmd, englishmap
33 FS_ENCODING=sys.getfilesystemencoding()
34 if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
35 INTERNAL_ENCODING='utf-8'
37 INTERNAL_ENCODING=FS_ENCODING
40 class ProgressBar(object):
41 def __init__(self, base):
42 print "#### %s ####" % base
44 self.start=Blender.sys.time()
45 self.set('<start>', 0)
47 def advance(self, message, progress):
48 self.progress+=float(progress)
51 def set(self, message, progress):
52 self.progress=float(progress)
55 def _print(self, message):
57 message="%s: %s" % (self.base, message)
58 if message.__class__ is unicode:
59 message=message.encode(INTERNAL_ENCODING)
60 Blender.Window.DrawProgressBar(self.progress, message)
64 message='finished in %.2f sec' % (Blender.sys.time()-self.start)
65 self.set(message, 1.0)
67 def progress_start(base):
69 progressBar=ProgressBar(base)
71 def progress_finish():
75 def progress_print(message, progress=0.05):
77 progressBar.advance(message, progress)
79 def progress_set(message, progress):
81 progressBar.set(message, progress)
84 def convert_coord(pos):
86 Left handed y-up to Right handed z-up
88 return (pos.x, pos.z, pos.y)
92 return (uv.x, 1.0 - uv.y)
95 def get_bone_name(l, index):
96 name=englishmap.getEnglishBoneName(l.bones[index].getName())
97 return name if name else l.bones[index].getName().encode(INTERNAL_ENCODING)
100 def createMaterial():
102 create default materil
104 material=Blender.Material.New()
105 material.setDiffuseShader(Blender.Material.Shaders.DIFFUSE_TOON)
107 material.diffuseSize = 3.14/2
108 material.setDiffuseSmooth(0)
109 material.setSpecShader(Blender.Material.Shaders.SPEC_TOON)
110 material.setSpecSize(0)
115 def importMesh(scene, l, tex_dir):
117 @param l[in] mmd.PMDLoader
121 ############################################################
122 # shpaeキーで使われるマテリアル優先的に前に並べる
123 ############################################################
124 # shapeキーで使われる頂点インデックスを集める
125 shape_key_used_vertices=set()
126 if len(l.morph_list)>0:
129 for s in l.morph_list:
136 for index in base.indices:
137 shape_key_used_vertices.add(index)
139 # マテリアルに含まれる頂点がshape_keyに含まれるか否か?
140 def isMaterialUsedInShape(offset, m):
141 for i in xrange(offset, offset+m.vertex_count):
142 if l.indices[i] in shape_key_used_vertices:
145 # shapeキーで使われるマテリアルを記録する
146 shape_key_materials=set()
147 # 各マテリアルの開始頂点インデックスを記録する
150 for i, m in enumerate(l.materials):
151 face_map[i]=face_count
152 if isMaterialUsedInShape(face_count, m):
153 shape_key_materials.add(i)
154 face_count+=m.vertex_count
156 # shapeキーで使われるマテリアルを前に並べるインデックスマップを作る
159 not_used_index=len(shape_key_materials)
160 for i, m in enumerate(l.materials):
161 if i in shape_key_materials:
162 material_map[i]=used_index
165 material_map[i]=not_used_index
168 # マテリアル16個ごとに分割したメッシュを作成する
171 while material_index<len(l.materials):
173 mesh = Blender.Mesh.New()
176 obj = scene.objects.new(mesh)
178 mesh_objects.append(obj)
180 # shapeキーで使われる順に並べなおしたマテリアル16個分の
182 vertex_map=import16MaerialAndMesh(
184 material_index, material_map, face_map, tex_dir)
187 importShape(mesh, l, vertex_map)
195 def import16MaerialAndMesh(mesh, l,
196 material_offset, material_map, face_map, tex_dir):
197 ############################################################
199 ############################################################
200 progress_print('create materials')
204 for i in xrange(material_offset, material_offset+16):
206 material_index=material_map[i]
207 m=l.materials[material_index]
208 mesh_material_map[material_index]=index
212 material=createMaterial()
213 material.setRGBCol([m.diffuse.r, m.diffuse.g, m.diffuse.b])
214 material.setAlpha(m.diffuse.a)
215 material.setHardness(int(m.shinness))
216 material.setSpecCol([m.specular.r, m.specular.g, m.specular.b])
217 material.setMirCol([m.ambient.r, m.ambient.g, m.ambient.b])
219 if m.getTexture()!='':
220 tex_file=re.compile('\*.*.spa$').sub('', m.getTexture())
221 tex_path = os.path.join(tex_dir, tex_file).encode(
223 tex = Blender.Texture.New()
226 tex.image = Blender.Image.Load(tex_path)
227 material.setTexture(0, tex)
228 material.getTextures()[0].texco = Blender.Texture.TexCo.UV
230 print material.name, "fail to load", tex_path
231 materials.append(material)
232 # lookup table for assign
234 mesh.materials=materials
236 ############################################################
238 ############################################################
239 progress_print('create vertices')
243 for v in l.each_vertex():
244 vertices.append(convert_coord(v.pos))
245 vertex_groups[v.bone0]=True
246 vertex_groups[v.bone1]=True
247 mesh.verts.extend(vertices)
249 # create vertex group
250 for i in vertex_groups.keys():
251 mesh.addVertGroup(get_bone_name(l, i))
254 for i, v, mvert in zip(xrange(len(l.vertices)), l.each_vertex(), mesh.verts):
255 mvert.no=Mathutils.Vector(*convert_coord(v.normal))
256 mvert.uvco=convert_uv(v.uv)
257 w1=float(v.weight0)/100.0
259 mesh.assignVertsToGroup(get_bone_name(l, v.bone0), [i], w1,
260 Blender.Mesh.AssignModes.ADD)
261 mesh.assignVertsToGroup(get_bone_name(l, v.bone1), [i], w2,
262 Blender.Mesh.AssignModes.ADD)
264 ############################################################
266 ############################################################
267 progress_print('create faces')
270 mesh_face_materials=[]
272 for i in xrange(material_offset, material_offset+16):
274 material_index=material_map[i]
277 face_offset=face_map[material_index]
278 m=l.materials[material_index]
279 material_faces=l.indices[face_offset:face_offset+m.vertex_count]
280 for j in xrange(0, len(material_faces), 3):
282 i1=material_faces[j+1]
283 i2=material_faces[j+2]
284 mesh_face_indices.append([i0, i1, i2])
285 mesh_face_materials.append(material_index)
286 used_vertices.add(i0)
287 used_vertices.add(i1)
288 used_vertices.add(i2)
289 mesh.faces.extend(mesh_face_indices, ignoreDups=True)
290 assert(len(mesh.faces)==len(mesh_face_indices))
294 mesh.addUVLayer('NewUV')
295 for face, material_index in zip(mesh.faces, mesh_face_materials):
297 index=mesh_material_map[material_index]
298 except KeyError, message:
299 print message, mesh_material_map, m
302 material=mesh.materials[index]
303 texture=material.getTextures()[0]
306 face.image=texture.tex.image
307 texture.tex.imageFlags|=Blender.Texture.ImageFlags.USEALPHA
308 face.uv=[face.verts[0].uvco, face.verts[1].uvco, face.verts[2].uvco]
314 ############################################################
315 # clean up not used vertices
316 ############################################################
317 progress_print('clean up vertices not used')
320 for i, v in enumerate(l.each_vertex()):
321 if i in used_vertices:
322 vertex_map[i]=len(vertex_map)
324 remove_vertices.append(i)
325 mesh.verts.delete(remove_vertices)
327 progress_print('%s created' % mesh.name)
331 def build_bone(armature, b, parent=None):
335 bone = Blender.Armature.Editbone()
336 name=englishmap.getEnglishBoneName(b.getName())
337 bone.name = name if name else b.getName().encode(
339 armature.bones[bone.name] = bone
341 bone.head = Mathutils.Vector(*convert_coord(b.pos))
344 if parent.tail==bone.head:
345 options.append(Blender.Armature.CONNECTED)
347 bone.tail = Mathutils.Vector(*convert_coord(b.tail))
348 if bone.head==bone.tail:
349 bone.tail=bone.head-Mathutils.Vector(0, 1, 0)
350 elif b.__class__ is pmd.BONE_IK:
351 bone.head = Mathutils.Vector(*convert_coord(b.pos))
352 bone.tail = Mathutils.Vector(*convert_coord(b.tail))
355 tail=Mathutils.Vector(*convert_coord(b.pos))
357 bone.head = tail-Mathutils.Vector(0, 1, 0)
359 for child in b.children:
360 build_bone(armature, child, bone)
363 def importArmature(scene, l):
365 armature = Blender.Armature.New()
367 armature_object = scene.objects.new(armature)
369 act = Blender.Armature.NLA.NewAction()
370 act.setActive(armature_object)
372 armature_object.drawMode = (
373 armature_object.drawMode | Blender.Object.DrawModes.XRAY)
375 armature.drawType = Blender.Armature.OCTAHEDRON
376 armature.envelopes = False
377 armature.vertexGroups = True
378 armature.mirrorEdit = True
381 armature.makeEditable()
384 build_bone(armature, b)
387 ############################################################
389 ############################################################
390 pose = armature_object.getPose()
391 cSetting = Blender.Constraint.Settings
393 # IKtarget->parent(=IK).name
394 target=l.bones[ik.target]
395 parent=l.bones[target.parent_index]
396 name = englishmap.getEnglishBoneName(parent.getName())
397 p_bone = pose.bones[name]
399 print 'not found', name
401 if len(ik.children) >= 16:
402 print 'over MAX_CHAINLEN', ik, len(ik.children)
405 ik_const = p_bone.constraints.append(Blender.Constraint.Type.IKSOLVER)
406 ik_const[cSetting.CHAINLEN] = len(ik.children)
407 ik_const[cSetting.TARGET] = armature_object
408 ik_const[cSetting.BONE] = englishmap.getEnglishBoneName(
409 l.bones[ik.index].getName())
411 lrot_const = p_bone.constraints.append(Blender.Constraint.Type.LIMITROT)
412 lrot_const.influence = ik.weight
413 lrot_const[cSetting.OWNERSPACE] = cSetting.SPACE_LOCAL
414 lrot_const[cSetting.LIMIT] = (cSetting.LIMIT_XROT | cSetting.LIMIT_ZROT)
415 lrot_const[cSetting.XMIN] = ik.iterations
416 lrot_const[cSetting.XMAX] = 180
417 lrot_const[cSetting.ZMIN] = 180 - ik.iterations
418 lrot_const[cSetting.ZMAX] = 0
420 armature.makeEditable()
423 return armature_object
426 def importShape(mesh, l, vertex_map):
427 if len(l.morph_list)==0:
431 for s in l.morph_list:
438 baseblock=mesh.key.blocks[-1]
439 ipo=Blender.Ipo.New('Key', 'pmd')
443 for s in l.morph_list:
444 if s.name==base.name:
446 name=englishmap.getEnglishSkinName(s.getName())
448 name=s.getName().encode(INTERNAL_ENCODING)
449 for index, offset in zip(s.indices, s.pos_list):
451 vertex_index=vertex_map[base.indices[index]]
452 v=mesh.verts[vertex_index].co
453 offset=convert_coord(offset)
457 except IndexError, msg:
458 print IndexError, msg
459 print index, len(base.indices)
460 print vertex_index, len(mesh.verts)
461 print base.indices[index]
464 #print 'this mesh not has shape vertices'
470 mesh.key.blocks[-1].name=name
473 icu=ipo.addCurve(name)
474 icu.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
475 icu.append( (0.0, 0.0) )
478 for mv, v in zip(mesh.verts, baseblock.getData()):
489 filename=filename.decode(INTERNAL_ENCODING)
490 tex_dir=os.path.dirname(filename)
493 progress_start('pmd_import')
494 print(INTERNAL_ENCODING, FS_ENCODING)
497 progress_set('load %s' % filename, 0.0)
500 locale.setlocale(locale.LC_ALL, '')
503 if not l.read(filename):
504 print "fail to load %s" % filename
506 progress_set('loaded %s' % filename, 0.1)
509 mode_edit = Blender.Window.EditMode()
511 Blender.Window.EditMode(0)
513 scene = bpy.data.scenes.active
515 # import objects container
516 root=scene.objects.new("Empty")
518 l.english_model_name if len(l.english_model_name)>0 else l.getName().encode(INTERNAL_ENCODING))
521 mesh_objects=importMesh(scene, l, tex_dir)
522 root.makeParent(mesh_objects)
525 armature_object=importArmature(scene, l)
527 armature = armature_object.getData()
528 armature.drawNames=True
529 root.makeParent([armature_object])
531 # add armature modifier
532 for o in mesh_objects:
533 mod=o.modifiers.append(Blender.Modifier.Types.ARMATURE)
534 mod[Blender.Modifier.Settings.OBJECT] = armature_object
535 mod[Blender.Modifier.Settings.ENVELOPES] = False
543 Blender.Window.EditMode(1)
546 Blender.Window.RedrawAll()
549 if __name__=="__main__":
550 Blender.Window.FileSelector(
553 Blender.sys.makename(ext='.pmd'))