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.
20 0.8: 20100521 add shape_key group.
23 from Blender import Mathutils
31 from meshio import pmd, englishmap
34 FS_ENCODING=sys.getfilesystemencoding()
35 if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
36 INTERNAL_ENCODING='utf-8'
38 INTERNAL_ENCODING=FS_ENCODING
41 MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
44 class ProgressBar(object):
45 def __init__(self, base):
46 print "#### %s ####" % base
48 self.start=Blender.sys.time()
49 self.set('<start>', 0)
51 def advance(self, message, progress):
52 self.progress+=float(progress)
55 def set(self, message, progress):
56 self.progress=float(progress)
59 def _print(self, message):
61 message="%s: %s" % (self.base, message)
62 if message.__class__ is unicode:
63 message=message.encode(INTERNAL_ENCODING)
64 Blender.Window.DrawProgressBar(self.progress, message)
68 message='finished in %.2f sec' % (Blender.sys.time()-self.start)
69 self.set(message, 1.0)
71 def progress_start(base):
73 progressBar=ProgressBar(base)
75 def progress_finish():
79 def progress_print(message, progress=0.05):
81 progressBar.advance(message, progress)
83 def progress_set(message, progress):
85 progressBar.set(message, progress)
88 def convert_coord(pos):
90 Left handed y-up to Right handed z-up
92 return (pos.x, pos.z, pos.y)
96 return (uv.x, 1.0 - uv.y)
99 def get_bone_name(l, index):
100 name=englishmap.getEnglishBoneName(l.bones[index].getName())
101 return name if name else l.bones[index].getName().encode(INTERNAL_ENCODING)
104 def createMaterial():
106 create default materil
108 material=Blender.Material.New()
109 material.setDiffuseShader(Blender.Material.Shaders.DIFFUSE_TOON)
111 material.diffuseSize = 3.14/2
112 material.setDiffuseSmooth(0)
113 material.setSpecShader(Blender.Material.Shaders.SPEC_TOON)
114 material.setSpecSize(0)
119 def importMesh(scene, l, tex_dir):
121 @param l[in] mmd.PMDLoader
125 ############################################################
126 # shpaeキーで使われるマテリアル優先的に前に並べる
127 ############################################################
128 # shapeキーで使われる頂点インデックスを集める
129 shape_key_used_vertices=set()
130 if len(l.morph_list)>0:
133 for s in l.morph_list:
140 for index in base.indices:
141 shape_key_used_vertices.add(index)
143 # マテリアルに含まれる頂点がshape_keyに含まれるか否か?
144 def isMaterialUsedInShape(offset, m):
145 for i in xrange(offset, offset+m.vertex_count):
146 if l.indices[i] in shape_key_used_vertices:
149 # shapeキーで使われるマテリアルを記録する
150 shape_key_materials=set()
151 # 各マテリアルの開始頂点インデックスを記録する
154 for i, m in enumerate(l.materials):
155 face_map[i]=face_count
156 if isMaterialUsedInShape(face_count, m):
157 shape_key_materials.add(i)
158 face_count+=m.vertex_count
161 material_order=list(shape_key_materials)
163 # shapeキーに使われていないマテリアルを後ろに追加
164 for i in range(len(l.materials)):
165 if not i in material_order:
166 material_order.append(i)
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_offset<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_order[material_offset:material_offset+16],
188 importShape(obj, l, vertex_map)
196 def import16MaerialAndMesh(mesh, l, material_order, face_map, tex_dir):
197 ############################################################
199 ############################################################
200 progress_print('create materials')
204 for material_index in material_order:
206 m=l.materials[material_index]
207 mesh_material_map[material_index]=index
211 material=createMaterial()
212 material.setRGBCol([m.diffuse.r, m.diffuse.g, m.diffuse.b])
213 material.setAlpha(m.diffuse.a)
214 material.setHardness(int(m.shinness))
215 material.setSpecCol([m.specular.r, m.specular.g, m.specular.b])
216 material.setMirCol([m.ambient.r, m.ambient.g, m.ambient.b])
218 if m.getTexture()!='':
219 tex_file=re.compile('\*.*.spa$').sub('', m.getTexture())
220 tex_path = os.path.join(tex_dir, tex_file).encode(
222 tex = Blender.Texture.New()
225 tex.image = Blender.Image.Load(tex_path)
226 material.setTexture(0, tex)
227 material.getTextures()[0].texco = Blender.Texture.TexCo.UV
229 print material.name, "fail to load", tex_path
230 materials.append(material)
231 # lookup table for assign
233 mesh.materials=materials
235 ############################################################
237 ############################################################
238 progress_print('create vertices')
242 for v in l.each_vertex():
243 vertices.append(convert_coord(v.pos))
244 vertex_groups[v.bone0]=True
245 vertex_groups[v.bone1]=True
246 mesh.verts.extend(vertices)
248 # create vertex group
249 for i in vertex_groups.keys():
250 mesh.addVertGroup(get_bone_name(l, i))
253 for i, v, mvert in zip(xrange(len(l.vertices)), l.each_vertex(), mesh.verts):
254 mvert.no=Mathutils.Vector(*convert_coord(v.normal))
255 mvert.uvco=convert_uv(v.uv)
256 w1=float(v.weight0)/100.0
258 mesh.assignVertsToGroup(get_bone_name(l, v.bone0), [i], w1,
259 Blender.Mesh.AssignModes.ADD)
260 mesh.assignVertsToGroup(get_bone_name(l, v.bone1), [i], w2,
261 Blender.Mesh.AssignModes.ADD)
263 ############################################################
265 ############################################################
266 progress_print('create faces')
269 mesh_face_materials=[]
271 for material_index in material_order:
272 face_offset=face_map[material_index]
273 m=l.materials[material_index]
274 material_faces=l.indices[face_offset:face_offset+m.vertex_count]
275 for j in xrange(0, len(material_faces), 3):
277 i1=material_faces[j+1]
278 i2=material_faces[j+2]
279 mesh_face_indices.append([i0, i1, i2])
280 mesh_face_materials.append(material_index)
281 used_vertices.add(i0)
282 used_vertices.add(i1)
283 used_vertices.add(i2)
284 mesh.faces.extend(mesh_face_indices, ignoreDups=True)
285 assert(len(mesh.faces)==len(mesh_face_indices))
289 mesh.addUVLayer('NewUV')
290 for face, material_index in zip(mesh.faces, mesh_face_materials):
292 index=mesh_material_map[material_index]
293 except KeyError, message:
294 print message, mesh_material_map, m
297 material=mesh.materials[index]
298 texture=material.getTextures()[0]
301 face.image=texture.tex.image
302 texture.tex.imageFlags|=Blender.Texture.ImageFlags.USEALPHA
303 face.uv=[face.verts[0].uvco, face.verts[1].uvco, face.verts[2].uvco]
309 ############################################################
310 # clean up not used vertices
311 ############################################################
312 progress_print('clean up vertices not used')
315 for i, v in enumerate(l.each_vertex()):
316 if i in used_vertices:
317 vertex_map[i]=len(vertex_map)
319 remove_vertices.append(i)
320 mesh.verts.delete(remove_vertices)
322 progress_print('%s created' % mesh.name)
326 def build_bone(armature, b, parent=None):
330 bone = Blender.Armature.Editbone()
331 name=englishmap.getEnglishBoneName(b.getName())
332 bone.name = name if name else b.getName().encode(
334 armature.bones[bone.name] = bone
336 bone.head = Mathutils.Vector(*convert_coord(b.pos))
339 if parent.tail==bone.head:
340 options.append(Blender.Armature.CONNECTED)
342 bone.tail = Mathutils.Vector(*convert_coord(b.tail))
343 if bone.head==bone.tail:
344 bone.tail=bone.head-Mathutils.Vector(0, 1, 0)
345 elif b.__class__ is pmd.BONE_IK:
346 bone.head = Mathutils.Vector(*convert_coord(b.pos))
347 bone.tail = Mathutils.Vector(*convert_coord(b.tail))
350 tail=Mathutils.Vector(*convert_coord(b.pos))
352 bone.head = tail-Mathutils.Vector(0, 1, 0)
354 for child in b.children:
355 build_bone(armature, child, bone)
358 def importArmature(scene, l):
360 armature = Blender.Armature.New()
362 armature_object = scene.objects.new(armature)
364 act = Blender.Armature.NLA.NewAction()
365 act.setActive(armature_object)
367 armature_object.drawMode = (
368 armature_object.drawMode | Blender.Object.DrawModes.XRAY)
370 armature.drawType = Blender.Armature.OCTAHEDRON
371 armature.envelopes = False
372 armature.vertexGroups = True
373 armature.mirrorEdit = True
376 armature.makeEditable()
379 build_bone(armature, b)
382 ############################################################
384 ############################################################
385 pose = armature_object.getPose()
386 cSetting = Blender.Constraint.Settings
388 # IKtarget->parent(=IK).name
389 target=l.bones[ik.target]
390 parent=l.bones[target.parent_index]
391 name = englishmap.getEnglishBoneName(parent.getName())
392 p_bone = pose.bones[name]
394 print 'not found', name
396 if len(ik.children) >= 16:
397 print 'over MAX_CHAINLEN', ik, len(ik.children)
400 ik_const = p_bone.constraints.append(Blender.Constraint.Type.IKSOLVER)
401 ik_const[cSetting.CHAINLEN] = len(ik.children)
402 ik_const[cSetting.TARGET] = armature_object
403 ik_const[cSetting.BONE] = englishmap.getEnglishBoneName(
404 l.bones[ik.index].getName())
405 ik_const[cSetting.ITERATIONS]=ik.iterations
406 ik_const.influence = ik.weight
408 lrot_const = p_bone.constraints.append(Blender.Constraint.Type.LIMITROT)
409 lrot_const[cSetting.OWNERSPACE] = cSetting.SPACE_LOCAL
410 lrot_const[cSetting.LIMIT] = (cSetting.LIMIT_XROT | cSetting.LIMIT_ZROT)
411 lrot_const[cSetting.XMIN] = 0.1
412 lrot_const[cSetting.XMAX] = 180
413 lrot_const[cSetting.ZMIN] = 180 - 0.1
414 lrot_const[cSetting.ZMAX] = 0
416 armature.makeEditable()
419 return armature_object
422 def importShape(obj, l, vertex_map):
423 if len(l.morph_list)==0:
426 mesh=obj.getData(mesh=True)
430 for s in l.morph_list:
434 # create vertex group
435 mesh.addVertGroup(MMD_SHAPE_GROUP_NAME)
441 indices.append(vertex_map[i])
442 mesh.assignVertsToGroup(MMD_SHAPE_GROUP_NAME, indices, 0,
443 Blender.Mesh.AssignModes.ADD)
449 assert(len(mesh.key.blocks)==1)
451 baseShapeBlock=mesh.key.blocks[baseShapeIndex]
452 baseShapeBlock.name='Basis'
453 obj.activeShape=baseShapeIndex
460 for s in l.morph_list:
461 if s.name==base.name:
464 for index, offset in zip(s.indices, s.pos_list):
466 vertex_index=vertex_map[base.indices[index]]
467 v=mesh.verts[vertex_index].co
468 offset=convert_coord(offset)
472 except IndexError, msg:
474 print index, len(base.indices), len(vertex_map)
475 print len(mesh.verts)
476 print base.indices[index]
480 #print 'this mesh not has shape vertices'
484 name=englishmap.getEnglishSkinName(s.getName())
486 name=s.getName().encode(INTERNAL_ENCODING)
489 # create shapekey block
491 shapeIndex=len(mesh.key.blocks)-1
492 keyBlock=mesh.key.blocks[shapeIndex]
495 # copy vertex to shape key
499 for mv, v in zip(mesh.verts, baseShapeBlock.getData()):
506 obj.activeShape=baseShapeIndex
512 filename=filename.decode(INTERNAL_ENCODING)
513 tex_dir=os.path.dirname(filename)
516 progress_start('pmd_import')
517 print(INTERNAL_ENCODING, FS_ENCODING)
520 progress_set('load %s' % filename, 0.0)
523 locale.setlocale(locale.LC_ALL, '')
526 if not l.read(filename):
527 print "fail to load %s" % filename
529 progress_set('loaded %s' % filename, 0.1)
532 mode_edit = Blender.Window.EditMode()
534 Blender.Window.EditMode(0)
536 scene = bpy.data.scenes.active
538 # import objects container
539 root=scene.objects.new("Empty")
541 l.english_model_name if len(l.english_model_name)>0 else l.getName().encode(INTERNAL_ENCODING))
544 mesh_objects=importMesh(scene, l, tex_dir)
545 root.makeParent(mesh_objects)
548 armature_object=importArmature(scene, l)
550 armature = armature_object.getData()
551 armature.drawNames=True
552 root.makeParent([armature_object])
554 # add armature modifier
555 for o in mesh_objects:
556 mod=o.modifiers.append(Blender.Modifier.Types.ARMATURE)
557 mod[Blender.Modifier.Settings.OBJECT] = armature_object
558 mod[Blender.Modifier.Settings.ENVELOPES] = False
566 Blender.Window.EditMode(1)
569 Blender.Window.RedrawAll()
572 if __name__=="__main__":
573 Blender.Window.FileSelector(
576 Blender.sys.makename(ext='.pmd'))