'tracker_url': 'http://sourceforge.jp/ticket/newticket.php?group_id=5081',
}
-MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
-MMD_MB_NAME='mb_name'
-MMD_MB_COMMENT='mb_comment'
-MMD_COMMENT='comment'
-BASE_SHAPE_NAME='Basis'
-RIGID_NAME='rigid_name'
-RIGID_SHAPE_TYPE='rigid_shape_type'
-RIGID_PROCESS_TYPE='rigid_process_type'
-RIGID_BONE_NAME='rigid_bone_name'
-#RIGID_LOCATION='rigid_loation'
-RIGID_GROUP='ribid_group'
-RIGID_INTERSECTION_GROUP='rigid_intersection_group'
-RIGID_WEIGHT='rigid_weight'
-RIGID_LINEAR_DAMPING='rigid_linear_damping'
-RIGID_ANGULAR_DAMPING='rigid_angular_damping'
-RIGID_RESTITUTION='rigid_restitution'
-RIGID_FRICTION='rigid_friction'
-CONSTRAINT_NAME='constraint_name'
-CONSTRAINT_A='const_a'
-CONSTRAINT_B='const_b'
-CONSTRAINT_POS_MIN='const_pos_min'
-CONSTRAINT_POS_MAX='const_pos_max'
-CONSTRAINT_ROT_MIN='const_rot_min'
-CONSTRAINT_ROT_MAX='const_rot_max'
-CONSTRAINT_SPRING_POS='const_spring_pos'
-CONSTRAINT_SPRING_ROT='const_spring_rot'
-TOON_TEXTURE_OBJECT='ToonTextures'
-
###############################################################################
# import
print('use meshio C module')
except ImportError:
# full python
- from .pymeshio import englishmap
- from .pymeshio import pmd
+ from pymeshio import englishmap
+ from pymeshio import pmd
# for 2.5
import mathutils
# wrapper
-from . import bl25 as bl
+import bl25 as bl
xrange=range
# flag
material.flag=1 if m.subsurface_scattering.use else 0
# toon
- material.toon_index=7
+ material.toon_index=0
def toCP932(s):
return s.encode('cp932')
self.weight=weight
+class SSS(object):
+ def __init__(self):
+ self.use=1
+
+
+class DefaultMatrial(object):
+ def __init__(self):
+ self.name='default'
+ # diffuse
+ self.diffuse_color=[1, 1, 1]
+ self.alpha=1
+ # specular
+ self.specular_toon_size=0
+ self.specular_hardness=5
+ self.specular_color=[1, 1, 1]
+ # ambient
+ self.mirror_color=[1, 1, 1]
+ # flag
+ self.subsurface_scattering=SSS()
+ # texture
+ self.texture_slots=[]
+
+
class OneSkinMesh(object):
__slots__=['vertexArray', 'morphList', 'rigidbodies', 'constraints', ]
def __init__(self):
for g in v.groups:
setWeight(i, obj.vertex_groups[g.group].name, g.weight)
else:
- setWeight(i, obj.vertex_groups[0].name, 1)
+ try:
+ setWeight(i, obj.vertex_groups[0].name, 1)
+ except:
+ # no vertex_groups
+ pass
# 合計値が1になるようにする
for i in xrange(len(mesh.vertices)):
return weightMap, secondWeightMap
def __processFaces(self, obj_name, mesh, weightMap, secondWeightMap):
+ default_material=DefaultMatrial()
# 各面の処理
for i, face in enumerate(mesh.faces):
faceVertexCount=bl.face.getVertexCount(face)
- material=mesh.materials[bl.face.getMaterialIndex(face)]
+ try:
+ material=mesh.materials[bl.face.getMaterialIndex(face)]
+ except IndexError as e:
+ material=default_material
v=[mesh.vertices[index] for index in bl.face.getVertices(face)]
uv=bl.mesh.getFaceUV(
mesh, i, face, bl.face.getVertexCount(face))
)
def __mesh(self, obj):
- if RIGID_SHAPE_TYPE in obj:
+ if bl.RIGID_SHAPE_TYPE in obj:
return
- if CONSTRAINT_A in obj:
+ if bl.CONSTRAINT_A in obj:
return
- #if not bl.modifier.hasType(obj, 'ARMATURE'):
- # return
-
bl.message("export: %s" % obj.name)
# 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
copyMesh, copyObj=bl.object.duplicate(obj)
if len(copyMesh.vertices)>0:
# apply transform
- copyObj.scale=obj.scale
- bpy.ops.object.transform_apply(scale=True)
- copyObj.rotation_euler=obj.rotation_euler
- bpy.ops.object.transform_apply(rotation=True)
- copyObj.location=obj.location
- bpy.ops.object.transform_apply(location=True)
+ """
+ try:
+ # svn 36722
+ copyObj.scale=obj.scale
+ bpy.ops.object.transform_apply(scale=True)
+ copyObj.rotation_euler=obj.rotation_euler
+ bpy.ops.object.transform_apply(rotation=True)
+ copyObj.location=obj.location
+ bpy.ops.object.transform_apply(location=True)
+ except AttributeError as e:
+ # 2.57b
+ copyObj.scale=obj.scale
+ bpy.ops.object.scale_apply()
+ copyObj.rotation_euler=obj.rotation_euler
+ bpy.ops.object.rotation_apply()
+ copyObj.location=obj.location
+ bpy.ops.object.location_apply()
+ """
+ copyMesh.transform(obj.matrix_world)
+
# apply modifier
for m in [m for m in copyObj.modifiers]:
if m.type=='SOLIDFY':
baseMorph=None
# shape keys
- vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+ vg=bl.object.getVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
# base
used=set()
for b in bl.object.getShapeKeys(obj):
- if b.name==BASE_SHAPE_NAME:
+ if b.name==bl.BASE_SHAPE_NAME:
baseMorph=self.__getOrCreateMorph('base', 0)
basis=b
break
assert(basis)
- print(basis.name, len(baseMorph.offsets))
+ #print(basis.name, len(baseMorph.offsets))
if len(baseMorph.offsets)==0:
return
# shape keys
for b in bl.object.getShapeKeys(obj):
- if b.name==BASE_SHAPE_NAME:
+ if b.name==bl.BASE_SHAPE_NAME:
continue
- print(b.name)
+ #print(b.name)
morph=self.__getOrCreateMorph(b.name, 4)
used=set()
for index, src, dst in zip(
for i, v in enumerate(englishmap.skinMap):
if v[0]==morph.name:
return i
- print(morph)
+ #print(morph)
return len(englishmap.skinMap)
self.morphList.sort(key=getIndex)
def __rigidbody(self, obj):
- if not RIGID_SHAPE_TYPE in obj:
+ if not bl.RIGID_SHAPE_TYPE in obj:
return
self.rigidbodies.append(obj)
def __constraint(self, obj):
- if not CONSTRAINT_A in obj:
+ if not bl.CONSTRAINT_A in obj:
return
self.constraints.append(obj)
if name=='':
return 0
else:
- return self.getIndex(self.__boneByName(name))
+ try:
+ return self.getIndex(self.__boneByName(name))
+ except:
+ return 0
def __boneByName(self, name):
return self.boneMap[name]
-
+
def __getBone(self, parent, b):
if len(b.children)==0:
parent.type=7
root=object_node_map[bl.object.getActive()]
o=root.o
self.englishName=o.name
- self.englishComment=o[MMD_COMMENT] if MMD_COMMENT in o else 'blender export\n'
- self.name=o[MMD_MB_NAME] if MMD_MB_NAME in o else 'Blenderエクスポート'
- self.comment=o[MMD_MB_COMMENT] if MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
+ self.englishComment=o[bl.MMD_COMMENT] if bl.MMD_COMMENT in o else 'blender export\n'
+ self.name=o[bl.MMD_MB_NAME] if bl.MMD_MB_NAME in o else 'Blenderエクスポート'
+ self.comment=o[bl.MMD_MB_COMMENT] if bl.MMD_MB_COMMENT in o else 'Blnderエクスポート\n'
# ワンスキンメッシュを作る
self.oneSkinMesh=OneSkinMesh()
v.pos.x=pos[0]
v.pos.y=pos[2]
v.pos.z=pos[1]
+ # convert right-handed z-up to left-handed y-up
v.normal.x=attribute.nx
- v.normal.y=attribute.ny
- v.normal.z=attribute.nz
+ v.normal.y=attribute.nz
+ v.normal.z=attribute.ny
v.uv.x=attribute.u
v.uv.y=1.0-attribute.v # reverse vertical
v.bone0=self.skeleton.indexByName(b0)
vertexCount=self.oneSkinMesh.getVertexCount()
for material_name, indices in self.oneSkinMesh.vertexArray.each():
#print('material:', material_name)
- m=bl.material.get(material_name)
+ try:
+ m=bl.material.get(material_name)
+ except KeyError as e:
+ m=DefaultMatrial()
# マテリアル
material=io.addMaterial()
setMaterialParams(material, m)
material.vertex_count=len(indices)
- material.toon_index=0
- textures=[os.path.basename(path)
+ def get_texture_name(texture):
+ pos=texture.replace("\\", "/").rfind("/")
+ if pos==-1:
+ return texture
+ else:
+ return texture[pos+1:]
+ textures=[get_texture_name(path)
for path in bl.material.eachEnalbeTexturePath(m)]
+ print(textures)
if len(textures)>0:
material.texture='*'.join(textures)
else:
# english name
bone_english_name=toCP932(b.name)
- assert(len(bone_english_name)<20)
+ if len(bone_english_name)>=20:
+ print(bone_english_name)
+ #assert(len(bone_english_name)<20)
bone.english_name=bone_english_name
if len(v)>=3:
toonMeshObject=None
for o in bl.object.each():
try:
- if o.name.startswith(TOON_TEXTURE_OBJECT):
+ if o.name.startswith(bl.TOON_TEXTURE_OBJECT):
toonMeshObject=o
except:
p(o.name)
for i in range(10):
t=bl.material.getTexture(toonMaterial, i)
if t:
- io.toon_textures[i]=t.name
+ io.toon_textures[i]="%s" % t.name
else:
- io.toon_textures[i]="toon%02d.bmp\n" % (i+1)
+ io.toon_textures[i]="toon%02d.bmp" % (i+1)
else:
for i in range(10):
- io.toon_textures[i]="toon%02d.bmp\n" % (i+1)
+ io.toon_textures[i]="toon%02d.bmp" % (i+1)
# rigid body
rigidNameMap={}
for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
- name=obj[RIGID_NAME] if RIGID_NAME in obj else obj.name
- #print(name)
+ name=obj[bl.RIGID_NAME] if bl.RIGID_NAME in obj else obj.name
+ print(name)
rigidBody=pmd.RigidBody(name)
rigidNameMap[name]=i
- boneIndex=boneNameMap[obj[RIGID_BONE_NAME]]
+ boneIndex=boneNameMap[obj[bl.RIGID_BONE_NAME]]
if boneIndex==0:
boneIndex=0xFFFF
bone=self.skeleton.bones[0]
else:
bone=self.skeleton.bones[boneIndex]
rigidBody.boneIndex=boneIndex
- #rigidBody.position.x=obj[RIGID_LOCATION][0]
- #rigidBody.position.y=obj[RIGID_LOCATION][1]
- #rigidBody.position.z=obj[RIGID_LOCATION][2]
rigidBody.position.x=obj.location.x-bone.pos[0]
rigidBody.position.y=obj.location.z-bone.pos[2]
rigidBody.position.z=obj.location.y-bone.pos[1]
rigidBody.rotation.x=-obj.rotation_euler[0]
rigidBody.rotation.y=-obj.rotation_euler[2]
rigidBody.rotation.z=-obj.rotation_euler[1]
- rigidBody.processType=obj[RIGID_PROCESS_TYPE]
- rigidBody.group=obj[RIGID_GROUP]
- rigidBody.target=obj[RIGID_INTERSECTION_GROUP]
- rigidBody.weight=obj[RIGID_WEIGHT]
- rigidBody.linearDamping=obj[RIGID_LINEAR_DAMPING]
- rigidBody.angularDamping=obj[RIGID_ANGULAR_DAMPING]
- rigidBody.restitution=obj[RIGID_RESTITUTION]
- rigidBody.friction=obj[RIGID_FRICTION]
- if obj[RIGID_SHAPE_TYPE]==0:
+ rigidBody.processType=obj[bl.RIGID_PROCESS_TYPE]
+ rigidBody.group=obj[bl.RIGID_GROUP]
+ rigidBody.target=obj[bl.RIGID_INTERSECTION_GROUP]
+ rigidBody.weight=obj[bl.RIGID_WEIGHT]
+ rigidBody.linearDamping=obj[bl.RIGID_LINEAR_DAMPING]
+ rigidBody.angularDamping=obj[bl.RIGID_ANGULAR_DAMPING]
+ rigidBody.restitution=obj[bl.RIGID_RESTITUTION]
+ rigidBody.friction=obj[bl.RIGID_FRICTION]
+ if obj[bl.RIGID_SHAPE_TYPE]==0:
rigidBody.shapeType=pmd.SHAPE_SPHERE
rigidBody.w=obj.scale[0]
rigidBody.d=0
rigidBody.h=0
- elif obj[RIGID_SHAPE_TYPE]==1:
+ elif obj[bl.RIGID_SHAPE_TYPE]==1:
rigidBody.shapeType=pmd.SHAPE_BOX
rigidBody.w=obj.scale[0]
rigidBody.d=obj.scale[1]
rigidBody.h=obj.scale[2]
- elif obj[RIGID_SHAPE_TYPE]==2:
+ elif obj[bl.RIGID_SHAPE_TYPE]==2:
rigidBody.shapeType=pmd.SHAPE_CAPSULE
rigidBody.w=obj.scale[0]
rigidBody.h=obj.scale[2]
# constraint
for obj in self.oneSkinMesh.constraints:
- constraint=pmd.Constraint(obj[CONSTRAINT_NAME])
- constraint.rigidA=rigidNameMap[obj[CONSTRAINT_A]]
- constraint.rigidB=rigidNameMap[obj[CONSTRAINT_B]]
+ print(obj)
+ constraint=pmd.Constraint(obj[bl.CONSTRAINT_NAME])
+ constraint.rigidA=rigidNameMap[obj[bl.CONSTRAINT_A]]
+ constraint.rigidB=rigidNameMap[obj[bl.CONSTRAINT_B]]
constraint.pos.x=obj.location[0]
constraint.pos.y=obj.location[2]
constraint.pos.z=obj.location[1]
constraint.rot.x=-obj.rotation_euler[0]
constraint.rot.y=-obj.rotation_euler[2]
constraint.rot.z=-obj.rotation_euler[1]
- constraint.constraintPosMin.x=obj[CONSTRAINT_POS_MIN][0]
- constraint.constraintPosMin.y=obj[CONSTRAINT_POS_MIN][1]
- constraint.constraintPosMin.z=obj[CONSTRAINT_POS_MIN][2]
- constraint.constraintPosMax.x=obj[CONSTRAINT_POS_MAX][0]
- constraint.constraintPosMax.y=obj[CONSTRAINT_POS_MAX][1]
- constraint.constraintPosMax.z=obj[CONSTRAINT_POS_MAX][2]
- constraint.constraintRotMin.x=obj[CONSTRAINT_ROT_MIN][0]
- constraint.constraintRotMin.y=obj[CONSTRAINT_ROT_MIN][1]
- constraint.constraintRotMin.z=obj[CONSTRAINT_ROT_MIN][2]
- constraint.constraintRotMax.x=obj[CONSTRAINT_ROT_MAX][0]
- constraint.constraintRotMax.y=obj[CONSTRAINT_ROT_MAX][1]
- constraint.constraintRotMax.z=obj[CONSTRAINT_ROT_MAX][2]
- constraint.springPos.x=obj[CONSTRAINT_SPRING_POS][0]
- constraint.springPos.y=obj[CONSTRAINT_SPRING_POS][1]
- constraint.springPos.z=obj[CONSTRAINT_SPRING_POS][2]
- constraint.springRot.x=obj[CONSTRAINT_SPRING_ROT][0]
- constraint.springRot.y=obj[CONSTRAINT_SPRING_ROT][1]
- constraint.springRot.z=obj[CONSTRAINT_SPRING_ROT][2]
+ constraint.constraintPosMin.x=obj[bl.CONSTRAINT_POS_MIN][0]
+ constraint.constraintPosMin.y=obj[bl.CONSTRAINT_POS_MIN][1]
+ constraint.constraintPosMin.z=obj[bl.CONSTRAINT_POS_MIN][2]
+ constraint.constraintPosMax.x=obj[bl.CONSTRAINT_POS_MAX][0]
+ constraint.constraintPosMax.y=obj[bl.CONSTRAINT_POS_MAX][1]
+ constraint.constraintPosMax.z=obj[bl.CONSTRAINT_POS_MAX][2]
+ constraint.constraintRotMin.x=obj[bl.CONSTRAINT_ROT_MIN][0]
+ constraint.constraintRotMin.y=obj[bl.CONSTRAINT_ROT_MIN][1]
+ constraint.constraintRotMin.z=obj[bl.CONSTRAINT_ROT_MIN][2]
+ constraint.constraintRotMax.x=obj[bl.CONSTRAINT_ROT_MAX][0]
+ constraint.constraintRotMax.y=obj[bl.CONSTRAINT_ROT_MAX][1]
+ constraint.constraintRotMax.z=obj[bl.CONSTRAINT_ROT_MAX][2]
+ constraint.springPos.x=obj[bl.CONSTRAINT_SPRING_POS][0]
+ constraint.springPos.y=obj[bl.CONSTRAINT_SPRING_POS][1]
+ constraint.springPos.z=obj[bl.CONSTRAINT_SPRING_POS][2]
+ constraint.springRot.x=obj[bl.CONSTRAINT_SPRING_ROT][0]
+ constraint.springRot.y=obj[bl.CONSTRAINT_SPRING_ROT][1]
+ constraint.springRot.z=obj[bl.CONSTRAINT_SPRING_ROT][2]
io.constraints.append(constraint)
# 書き込み