# coding: utf-8
import bpy
+import mathutils
+
import os
+import sys
import time
+import functools
+
+# \e$B%U%!%$%k%7%9%F%`$NJ8;z%3!<%I\e(B
+# \e$B2~B$HG$H$N6&MQ$N$?$a\e(B
+FS_ENCODING=sys.getfilesystemencoding()
+if os.path.exists(os.path.dirname(sys.argv[0])+"/utf8"):
+ INTERNAL_ENCODING='utf-8'
+else:
+ INTERNAL_ENCODING=FS_ENCODING
+
###############################################################################
# ProgressBar
material.emit=1.0
return material
+def createPmdMaterial(m):
+ material = bpy.data.materials.new("Material")
+ material.diffuse_shader='TOON'
+ material.specular_shader='TOON'
+ material.diffuse_color=([m.diffuse.r, m.diffuse.g, m.diffuse.b])
+ material.alpha=m.diffuse.a
+ material.specular_hardness=int(m.shinness)
+ material.specular_color=([m.specular.r, m.specular.g, m.specular.b])
+ material.mirror_color=([m.ambient.r, m.ambient.g, m.ambient.b])
+ material.subsurface_scattering.enabled=True if m.flag==1 else False
+ # temporary
+ material.emit=1.0
+ return material
def createTexture(path):
texture=bpy.data.textures.new(os.path.basename(path))
material.add_texture(texture, "UV", "COLOR")
+def meshAddMaterial(mesh, material):
+ mesh.add_material(material)
+
+
def createMesh(scene, name):
mesh=bpy.data.meshes.new("Mesh")
mesh_object= bpy.data.objects.new(name, mesh)
bpy.ops.object.location_apply()
return dumy.data, dumy
+def objectDelete(scene, obj):
+ scene.objects.unlink(obj)
+
def faceVertexCount(face):
return len(face.verts)
if n.endswith("_t"):
return
if n.startswith("knee_"):
- b.lock_rotation[1]=True
- b.lock_rotation[2]=True
+ b.ik_dof_y=False
+ b.ik_dof_z=False
+ b.ik_dof_x=True
+ b.ik_limit_x=True
b.ik_min_x=0
b.ik_max_x=180
elif n.startswith("ankle_"):
- b.lock_rotation[1]=True
+ #b.ik_dof_y=False
+ pass
def enterEditMode():
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+ bpy.ops.object.mode_set(mode='EDIT', toggle=False)
def exitEditMode():
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
def objectDeselectAll():
- # 25
bpy.ops.object.select_all(action='DESELECT')
def objectActivate(scene, o):
- # 25
o.selected=True
scene.objects.active=o
+def meshAddVertexGroup(meshObject, name):
+ meshObject.add_vertex_group(name)
+
+def vertexSetNormal(mvert, normal):
+ mvert.normal=mathutils.Vector(normal)
+
+def meshUseVertexUv(mesh):
+ pass
+
+def vertexSetUv(mvert, uv):
+ pass
+
+def meshAssignVertexGroup(meshObject, name, index, weight):
+ meshObject.add_vertex_to_group(index,
+ meshObject.vertex_groups[name], weight, 'ADD')
+
+def meshCreateVerteicesAndFaces(mesh, vertices, faces):
+ vertexCount=int(len(vertices)/3)
+ faceCount=int(len(faces)/4)
+ mesh.add_geometry(vertexCount, 0, faceCount)
+ mesh.verts.foreach_set("co", vertices)
+ mesh.faces.foreach_set("verts_raw", faces)
+ assert(len(mesh.verts)==vertexCount)
+
+def meshAddUV(mesh):
+ mesh.add_uv_texture()
+
+def meshVertsDelete(mesh, remove_vertices):
+ enterEditMode()
+ bpy.ops.mesh.select_all(action='DESELECT')
+ for i in remove_vertices:
+ mesh.verts[i].selected=True
+ bpy.ops.mesh.delete(type='VERT')
+ exitEditMode()
+
+def createArmature(scene):
+ armature = bpy.data.armatures.new('Armature')
+ armature_object=bpy.data.objects.new('Armature', armature)
+ scene.objects.link(armature_object)
+
+ armature_object.x_ray=True
+ armature.draw_names=True
+ armature.drawtype='OCTAHEDRAL'
+ armature.deform_envelope=False
+ armature.deform_vertexgroups=True
+ armature.x_axis_mirror=True
+
+ return armature, armature_object
+
+def armatureMakeEditable(scene, armature_object):
+ # select only armature object and set edit mode
+ scene.objects.active=armature_object
+ bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
+ bpy.ops.object.mode_set(mode='EDIT', toggle=False)
+
+def createIkConstraint(armature_object, p_bone, effector_name, ik):
+ constraint = p_bone.constraints.new('IK')
+ constraint.chain_length=len(ik.children)
+ constraint.target=armature_object
+ constraint.subtarget=effector_name
+ constraint.use_tail=False
+ # not used. place folder when export.
+ constraint.weight=ik.weight
+ constraint.iterations=ik.iterations * 10
+ return constraint
+
+def createArmatureBone(armature, name):
+ return armature.edit_bones.new(name)
+
+def boneSetConnected(bone):
+ bone.connected=True
+
+def createVector(x, y, z):
+ return mathutils.Vector([x, y, z])
+
+def armatureUpdate(armature):
+ pass
+
+def boneLayerMask(bone, layers):
+ layer=[]
+ for i in range(32):
+ try:
+ layer.append(True if layers[i]!=0 else False)
+ except IndexError:
+ layer.append(False)
+ bone.layer=layer
+
+def objectPinShape(o):
+ o.shape_key_lock=True
+
+def objectAddShapeKey(o, name):
+ return o.add_shape_key(name)
+
+def objectActivateShapeKey(o, index):
+ o.active_shape_key_index=index
+
+def shapeKeyAssign(shapeKey, index, pos):
+ shapeKey.data[index].co=pos
+
+def objectIsVisible(obj):
+ return obj.restrict_view
+
+def meshVertexGroupNames(meshObject):
+ for g in meshObject.vertex_groups:
+ yield g.name
+
+def faceNormal(face):
+ return face.normal
+
+def meshFaceUv(mesh, i, face):
+ return mesh.uv_textures[0].data[i].uv
+
+def armatureModifierGetObject(m):
+ return m.object
+
+def objectHasShapeKey(o):
+ return o.data.shape_keys
+
+def objectShapeKeys(o):
+ return o.data.shape_keys.keys
+
+def meshVertexGroup(meshObject, name):
+ for i, v in enumerate(meshObject.data.verts):
+ for g in v.groups:
+ if meshObject.vertex_groups[g.group].name==name:
+ yield(i)
+
+def materialGet(scene, material_name):
+ return bpy.data.materials[material_name]
+
+def modifierIsArmature(m):
+ return m.type=="ARMATURE"
+
+def boneHeadLocal(b):
+ return b.head_local[0:3]
+
+def boneTailLocal(b):
+ return b.tail_local[0:3]
+
+def boneIsConnected(b):
+ return b.connected
+
+def constraintIsIKSolver(c):
+ return c.type=='IK'
+
+def ikChainLen(c):
+ return c.chain_length
+
+def ikTarget(c):
+ return c.subtarget
+
+def ikItration(c):
+ return c.iterations
+
+def ikRotationWeight(c):
+ return c.weight
+
+def shapeKeyGet(b, index):
+ return b.data[index].co
+
+def shapeKeys(b):
+ for k in b.data:
+ yield k.co
+