Tooltip: 'Import PMD file for MikuMikuDance.'
"""
__author__= ["ousttrue"]
-__version__= "2.4"
+__version__= "2.5"
__url__=()
__bpydoc__="""
pmd Importer
2.2 20101005: update for Blender2.54.
2.3 20101228: update for Blender2.55.
2.4 20110429: update for Blender2.57b.
+2.5 20110522: implement RigidBody and Constraint.
+2.6 20110918: update for Blender2.59.
"""
bl_addon_info = {
'category': 'Import/Export',
'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
try:
# C extension
- from meshio import pmd, englishmap
+ from .meshio import pmd, englishmap
print('use meshio C module')
except ImportError:
# full python
def get_bone_name(l, index):
if index==0xFFFF:
- return l.bones[0].getName()
+ return l.bones[0]._name
if index < len(l.bones):
- name=englishmap.getEnglishBoneName(l.bones[index].getName())
+ name=englishmap.getEnglishBoneName(l.bones[index]._name)
if name:
return name
- return l.bones[index].getName()
+ return l.bones[index]._name
print('invalid bone index', index)
- return l.bones[0].getName()
+ return l.bones[0]._name
def get_group_name(g):
- group_name=englishmap.getEnglishBoneGroupName(g.getName().strip())
+ group_name=englishmap.getEnglishBoneGroupName(g._name.strip())
if not group_name:
- group_name=g.getName().strip()
+ group_name=g._name.strip()
return group_name
def __importToonTextures(io, tex_dir):
- mesh, meshObject=bl.mesh.create(TOON_TEXTURE_OBJECT)
- material=bl.material.create(TOON_TEXTURE_OBJECT)
+ mesh, meshObject=bl.mesh.create(bl.TOON_TEXTURE_OBJECT)
+ material=bl.material.create(bl.TOON_TEXTURE_OBJECT)
bl.mesh.addMaterial(mesh, material)
- for i in range(10):
- t=io.getToonTexture(i)
- path=os.path.join(tex_dir, t.getName())
+ for toon in (io.toon_textures._toon_textures[i] for i in range(10)):
+ path=os.path.join(tex_dir, toon)
texture, image=bl.texture.create(path)
bl.material.addTexture(material, texture, False)
return meshObject, material
base=s
# create vertex group
- bl.object.addVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+ bl.object.addVertexGroup(obj, bl.MMD_SHAPE_GROUP_NAME)
hasShape=False
for i in s.indices:
if i in vertex_map:
hasShape=True
bl.object.assignVertexGroup(
- obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
+ obj, bl.MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
if not hasShape:
return
assert(base)
# create base key
- baseShapeBlock=bl.object.addShapeKey(obj, BASE_SHAPE_NAME)
+ baseShapeBlock=bl.object.addShapeKey(obj, bl.BASE_SHAPE_NAME)
# mesh
mesh=bl.object.getData(obj)
mesh.update()
continue
# name
- name=englishmap.getEnglishSkinName(s.getName())
+ name=englishmap.getEnglishSkinName(s._name)
if not name:
- name=s.getName()
+ name=s._name
# 25
new_shape_key=bl.object.addShapeKey(obj, name)
for index, offset in zip(s.indices, s.pos_list):
try:
- vertex_index=vertex_map[base.indices[index]]
- bl.shapekey.assign(new_shape_key, vertex_index,
- mesh.vertices[vertex_index].co+
- bl.createVector(*convert_coord(offset)))
+ base_index=base.indices[index]
except IndexError as msg:
+ print(name)
print(msg)
- print(index, len(base.indices), len(vertex_map))
- print(len(mesh.vertices))
- print(base.indices[index])
- print(vertex_index)
- break
- except KeyError:
- #print 'this mesh not has shape vertices'
- break
+ print("invalid index %d/%d" % (index, len(base.indices)))
+ continue
+ vertex_index=vertex_map[base_index]
+ bl.shapekey.assign(new_shape_key, vertex_index,
+ mesh.vertices[vertex_index].co+
+ bl.createVector(*convert_coord(offset)))
# select base shape
bl.object.setActivateShapeKey(obj, 0)
def __build(armature, b, p, parent):
- name=englishmap.getEnglishBoneName(b.getName())
+ name=englishmap.getEnglishBoneName(b._name)
if not name:
- name=b.getName()
+ name=b._name
bone=bl.armature.createBone(armature, name)
pose = bl.object.getPose(armature_object)
for ik in l.ik_list:
target=l.bones[ik.target]
- name = englishmap.getEnglishBoneName(target.getName())
+ name = englishmap.getEnglishBoneName(target._name)
if not name:
- name=target.getName()
+ name=target._name
p_bone = pose.bones[name]
if not p_bone:
print('not found', name)
print('over MAX_CHAINLEN', ik, len(ik.children))
continue
effector_name=englishmap.getEnglishBoneName(
- l.bones[ik.index].getName())
+ l.bones[ik.index]._name)
if not effector_name:
- effector_name=l.bones[ik.index].getName()
+ effector_name=l.bones[ik.index]._name
constraint=bl.armature.createIkConstraint(armature_object,
p_bone, effector_name, ik)
for b_index, g_index in l.bone_display_list:
# bone
b=l.bones[b_index]
- bone_name=englishmap.getEnglishBoneName(b.getName())
+ bone_name=englishmap.getEnglishBoneName(b._name)
if not bone_name:
- bone_name=b.getName()
+ bone_name=b._name
# group
g=l.bone_group_list[g_index-1]
group_name=get_group_name(g)
material=createPmdMaterial(m, material_index)
# main texture
- texture_name=m.getTexture()
+ texture_name=m._texture
if texture_name!='':
for i, t in enumerate(texture_name.split('*')):
if t in textureMap:
def __importConstraints(io):
print("create constraint")
container=bl.object.createEmpty('Constraints')
- layer=[
+ layers=[
True, False, False, False, False, False, False, False, False, False,
False, False, False, False, False, False, False, False, False, False,
]
for i, c in enumerate(io.constraints):
bpy.ops.mesh.primitive_uv_sphere_add(
segments=8,
- rings=4,
+ ring_count=4,
size=0.1,
location=(c.pos.x, c.pos.z, c.pos.y),
- layer=layer
+ layers=layers
)
meshObject=bl.object.getActive()
constraintMeshes.append(meshObject)
mesh=bl.object.getData(meshObject)
bl.mesh.addMaterial(mesh, material)
- meshObject.name='c_%d' % i
+ meshObject.name='c_%03d' % i
#meshObject.draw_transparent=True
#meshObject.draw_wire=True
- meshObject.max_draw_type='SOLID'
+ meshObject.draw_type='SOLID'
rot=c.rot
meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
- meshObject[CONSTRAINT_NAME]=c.getName()
- meshObject[CONSTRAINT_A]=io.rigidbodies[c.rigidA].getName()
- meshObject[CONSTRAINT_B]=io.rigidbodies[c.rigidB].getName()
- meshObject[CONSTRAINT_POS_MIN]=VtoV(c.constraintPosMin)
- meshObject[CONSTRAINT_POS_MAX]=VtoV(c.constraintPosMax)
- meshObject[CONSTRAINT_ROT_MIN]=VtoV(c.constraintRotMin)
- meshObject[CONSTRAINT_ROT_MAX]=VtoV(c.constraintRotMax)
- meshObject[CONSTRAINT_SPRING_POS]=VtoV(c.springPos)
- meshObject[CONSTRAINT_SPRING_ROT]=VtoV(c.springRot)
+ meshObject[bl.CONSTRAINT_NAME]=c._name
+ meshObject[bl.CONSTRAINT_A]=io.rigidbodies[c.rigidA]._name
+ meshObject[bl.CONSTRAINT_B]=io.rigidbodies[c.rigidB]._name
+ meshObject[bl.CONSTRAINT_POS_MIN]=VtoV(c.constraintPosMin)
+ meshObject[bl.CONSTRAINT_POS_MAX]=VtoV(c.constraintPosMax)
+ meshObject[bl.CONSTRAINT_ROT_MIN]=VtoV(c.constraintRotMin)
+ meshObject[bl.CONSTRAINT_ROT_MAX]=VtoV(c.constraintRotMax)
+ meshObject[bl.CONSTRAINT_SPRING_POS]=VtoV(c.springPos)
+ meshObject[bl.CONSTRAINT_SPRING_ROT]=VtoV(c.springRot)
for meshObject in reversed(constraintMeshes):
bl.object.makeParent(container, meshObject)
print("create rigid bodies")
container=bl.object.createEmpty('RigidBodies')
- layer=[
+ layers=[
True, False, False, False, False, False, False, False, False, False,
False, False, False, False, False, False, False, False, False, False,
]
if rigid.shapeType==pmd.SHAPE_SPHERE:
bpy.ops.mesh.primitive_ico_sphere_add(
location=(pos.x, pos.z, pos.y),
- layer=layer
+ layers=layers
)
bpy.ops.transform.resize(
value=(rigid.w, rigid.w, rigid.w))
elif rigid.shapeType==pmd.SHAPE_BOX:
bpy.ops.mesh.primitive_cube_add(
location=(pos.x, pos.z, pos.y),
- layer=layer
+ layers=layers
)
bpy.ops.transform.resize(
value=(rigid.w, rigid.d, rigid.h))
elif rigid.shapeType==pmd.SHAPE_CAPSULE:
- bpy.ops.mesh.primitive_tube_add(
+ bpy.ops.mesh.primitive_cylinder_add(
location=(pos.x, pos.z, pos.y),
- layer=layer
+ layers=layers
)
bpy.ops.transform.resize(
value=(rigid.w, rigid.w, rigid.h))
mesh=bl.object.getData(meshObject)
rigidMeshes.append(meshObject)
bl.mesh.addMaterial(mesh, material)
- meshObject.name='r_%d' % i
- meshObject[RIGID_NAME]=rigid.getName()
+ meshObject.name='r_%03d' % i
+ meshObject[bl.RIGID_NAME]=rigid._name
#meshObject.draw_transparent=True
#meshObject.draw_wire=True
- meshObject.max_draw_type='WIRE'
+ meshObject.draw_type='WIRE'
rot=rigid.rotation
meshObject.rotation_euler=(-rot.x, -rot.z, -rot.y)
# custom properties
- meshObject[RIGID_SHAPE_TYPE]=rigid.shapeType
- meshObject[RIGID_PROCESS_TYPE]=rigid.processType
+ meshObject[bl.RIGID_SHAPE_TYPE]=rigid.shapeType
+ meshObject[bl.RIGID_PROCESS_TYPE]=rigid.processType
- bone_name = englishmap.getEnglishBoneName(bone.getName())
+ bone_name = englishmap.getEnglishBoneName(bone._name)
if not bone_name:
- bone_name=bone.getName()
- meshObject[RIGID_BONE_NAME]=bone_name
+ bone_name=bone._name
+ meshObject[bl.RIGID_BONE_NAME]=bone_name
- meshObject[RIGID_GROUP]=rigid.group
- meshObject[RIGID_INTERSECTION_GROUP]=rigid.target
- meshObject[RIGID_WEIGHT]=rigid.weight
- meshObject[RIGID_LINEAR_DAMPING]=rigid.linearDamping
- meshObject[RIGID_ANGULAR_DAMPING]=rigid.angularDamping
- meshObject[RIGID_RESTITUTION]=rigid.restitution
- meshObject[RIGID_FRICTION]=rigid.friction
+ meshObject[bl.RIGID_GROUP]=rigid.group
+ meshObject[bl.RIGID_INTERSECTION_GROUP]=rigid.target
+ meshObject[bl.RIGID_WEIGHT]=rigid.weight
+ meshObject[bl.RIGID_LINEAR_DAMPING]=rigid.linearDamping
+ meshObject[bl.RIGID_ANGULAR_DAMPING]=rigid.angularDamping
+ meshObject[bl.RIGID_RESTITUTION]=rigid.restitution
+ meshObject[bl.RIGID_FRICTION]=rigid.friction
for meshObject in reversed(rigidMeshes):
bl.object.makeParent(container, meshObject)
bl.progress_set('loaded', 0.1)
# create root object
- model_name=io.getEnglishName()
+ model_name=io._english_name
if len(model_name)==0:
- model_name=io.getName()
+ model_name=io._name
root=bl.object.createEmpty(model_name)
- root[MMD_MB_NAME]=io.getName()
- root[MMD_MB_COMMENT]=io.getComment()
- root[MMD_COMMENT]=io.getEnglishComment()
+ root[bl.MMD_MB_NAME]=io._name
+ root[bl.MMD_MB_COMMENT]=io._comment
+ root[bl.MMD_COMMENT]=io._english_comment
# toon textures
tex_dir=os.path.dirname(filepath)