Tooltip: 'Export PMD file for MikuMikuDance.'
"""
__author__= ["ousttrue"]
-__version__= "1.0"
+__version__= "1.2"
__url__=()
__bpydoc__="""
pmd Importer
0.1 20100318: first implementation.
0.2 20100519: refactoring. use C extension.
-1.0 20100530: implement, basic features.
+1.0 20100530: implement basic features.
1.1 20100612: integrate 2.4 and 2.5.
+1.2 20100616: implement rigid body.
+1.3 20100619: fix rigid body, bone weight.
+1.4 20100626: refactoring.
"""
MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
BASE_SHAPE_NAME='Basis'
+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'
###############################################################################
###############################################################################
import os
import sys
-import re
-import math
# C extension
from meshio import pmd, englishmap
# wrapper
import bl24 as bl
+
+ def setMaterialParams(material, m):
+ # diffuse
+ material.diffuse.r=m.R
+ material.diffuse.g=m.G
+ material.diffuse.b=m.B
+ material.diffuse.a=m.alpha
+ # specular
+ material.sinness=0 if m.spec<1e-5 else m.spec*10
+ material.specular.r=m.specR
+ material.specular.g=m.specG
+ material.specular.b=m.specB
+ # ambient
+ material.ambient.r=m.mirR
+ material.ambient.g=m.mirG
+ material.ambient.b=m.mirB
+ # flag
+ material.flag=1 if m.enableSSS else 0
+
else:
# for 2.5
import bpy
xrange=range
+ def setMaterialParams(material, m):
+ # diffuse
+ material.diffuse.r=m.diffuse_color[0]
+ material.diffuse.g=m.diffuse_color[1]
+ material.diffuse.b=m.diffuse_color[2]
+ material.diffuse.a=m.alpha
+ # specular
+ material.sinness=0 if m.specular_hardness<1e-5 else m.specular_hardness*10
+ material.specular.r=m.specular_color[0]
+ material.specular.g=m.specular_color[1]
+ material.specular.b=m.specular_color[2]
+ # ambient
+ material.ambient.r=m.mirror_color[0]
+ material.ambient.g=m.mirror_color[1]
+ material.ambient.b=m.mirror_color[2]
+ # flag
+ material.flag=1 if m.subsurface_scattering.enabled else 0
class Node(object):
__slots__=['o', 'children']
重複頂点の検索キー
"""
__slots__=[
+ 'obj', 'index',
'x', 'y', 'z', # 位置
'nx', 'ny', 'nz', # 法線
'u', 'v', # uv
]
- def __init__(self, x, y, z, nx, ny, nz, u, v):
+ def __init__(self, obj, index, x, y, z, nx, ny, nz, u, v):
+ self.obj=obj
+ self.index=index
self.x=x
self.y=y
self.z=z
def __eq__(self, rhs):
#return near(self.x, rhs.x) and near(self.y, rhs.y) and near(self.z, rhs.z) and near(self.nx, rhs.nx) and near(self.ny, rhs.ny) and near(self.nz, rhs.nz) and near(self.u, rhs.u) and near(self.v, rhs.v)
#return near(self.x, rhs.x) and near(self.y, rhs.y) and near(self.z, rhs.z)
- return self.x==rhs.x and self.y==rhs.y and self.z==rhs.z
+ #return self.x==rhs.x and self.y==rhs.y and self.z==rhs.z
+ return self.obj==rhs.obj and self.index==rhs.index
class VertexArray(object):
self.vertices, self.normals, self.uvs,
self.b0, self.b1, self.weight)
- def __getIndex(self, base_index, pos, normal, uv, b0, b1, weight0):
+ def each(self):
+ keys=[key for key in self.indexArrays.keys()]
+ keys.sort()
+ for key in keys:
+ yield(key, self.indexArrays[key])
+
+ def __getIndex(self, obj, base_index, pos, normal, uv, b0, b1, weight0):
"""
頂点属性からその頂点のインデックスを得る
"""
key=VertexKey(
+ obj, base_index,
pos[0], pos[1], pos[2],
normal[0], normal[1], normal[2],
uv[0], uv[1])
# append...
self.vertices.append((pos.x, pos.y, pos.z))
self.normals.append((normal.x, normal.y, normal.z))
- self.uvs.append((uv.x, uv.y))
+ self.uvs.append((uv[0], uv[1]))
self.b0.append(b0)
self.b1.append(b1)
self.weight.append(weight0)
return self.indexMap[base_index]
def addTriangle(self,
- material,
+ obj, material,
base_index0, base_index1, base_index2,
pos0, pos1, pos2,
n0, n1, n2,
if not material in self.indexArrays:
self.indexArrays[material]=[]
- index0=self.__getIndex(base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
- index1=self.__getIndex(base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
- index2=self.__getIndex(base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
+ index0=self.__getIndex(obj, base_index0, pos0, n0, uv0, b0_0, b1_0, weight0)
+ index1=self.__getIndex(obj, base_index1, pos1, n1, uv1, b0_1, b1_1, weight1)
+ index2=self.__getIndex(obj, base_index2, pos2, n2, uv2, b0_2, b1_2, weight2)
self.indexArrays[material]+=[index0, index1, index2]
self.offsets.append((index, offset))
def sort(self):
- self.offsets.sort(lambda l, r: l[0]-r[0])
+ if isBlender24():
+ self.offsets.sort(lambda l, r: l[0]-r[0])
+ else:
+ self.offsets.sort(key=lambda e: e[0])
def __str__(self):
return "<Morph %s>" % self.name
class OneSkinMesh(object):
- __slots__=['vertexArray', 'morphList']
- def __init__(self):
+ __slots__=['obj_index', 'scene', 'vertexArray', 'morphList',
+ 'rigidbodies',
+ 'constraints',
+ ]
+ def __init__(self, scene):
self.vertexArray=VertexArray()
self.morphList=[]
+ self.rigidbodies=[]
+ self.constraints=[]
+ self.scene=scene
+ self.obj_index=0
def __str__(self):
return "<OneSkinMesh %s, morph:%d>" % (
len(self.morphList))
def addMesh(self, obj):
- if obj.restrictDisplay:
+ if bl.object.isVisible(obj):
# 非表示
return
+ self.__mesh(obj)
+ self.__skin(obj)
+ self.__rigidbody(obj)
+ self.__constraint(obj)
+
+ def __mesh(self, obj):
+ if isBlender24():
+ pass
+ else:
+ if RIGID_SHAPE_TYPE in obj:
+ return
+ if CONSTRAINT_A in obj:
+ return
print("export", obj.name)
-
- ############################################################
- # bone weight
- ############################################################
- mesh=obj.getData(mesh=True)
+ mesh=bl.object.getData(obj)
weightMap={}
secondWeightMap={}
- for name in mesh.getVertGroupNames():
- for i, w in mesh.getVertsFromGroup(name, 1):
- if w>0:
- if i in weightMap:
- if i in secondWeightMap:
- # 上位2つのweightを採用する
- if w<secondWeightMap[i]:
- pass
- elif w<weightMap[i]:
- # 2つ目を入れ替え
- secondWeightMap[i]=(name, w)
- else:
- # 1つ目を入れ替え
- weightMap[i]=(name, w)
+ def setWeight(i, name, w):
+ if w>0:
+ if i in weightMap:
+ if i in secondWeightMap:
+ # 上位2つのweightを採用する
+ if w<secondWeightMap[i]:
+ pass
+ elif w<weightMap[i]:
+ # 2つ目を入れ替え
+ secondWeightMap[i]=(name, w)
else:
- if w>weightMap[i][1]:
- # 多い方をweightMapに
- secondWeightMap[i]=weightMap[i]
- weightMap[i]=(name, w)
- else:
- secondWeightMap[i]=(name, w)
+ # 1つ目を入れ替え
+ weightMap[i]=(name, w)
else:
- weightMap[i]=(name, w)
+ if w>weightMap[i][1]:
+ # 多い方をweightMapに
+ secondWeightMap[i]=weightMap[i]
+ weightMap[i]=(name, w)
+ else:
+ secondWeightMap[i]=(name, w)
+ else:
+ weightMap[i]=(name, w)
+
+ if isBlender24():
+ for name in bl.object.getVertexGroupNames(obj):
+ for i, w in mesh.getVertsFromGroup(name, 1):
+ setWeight(i, name, w)
+ else:
+ for i, v in enumerate(mesh.verts):
+ for g in v.groups:
+ setWeight(i, obj.vertex_groups[g.group].name, g.weight)
# 合計値が1になるようにする
for i in xrange(len(mesh.verts)):
weightMap[i]=(weightMap[i][0], 1.0)
secondWeightMap[i]=("", 0)
else:
- print "no weight vertex"
+ print("no weight vertex")
weightMap[i]=("", 0)
secondWeightMap[i]=("", 0)
-
- ############################################################
- # faces
- # 新たにメッシュを生成する
- ############################################################
- mesh=Blender.Mesh.New()
- # not applied modifiers
- mesh.getFromObject(obj.name, 1)
- # apply object transform
- mesh.transform(obj.getMatrix())
- if len(mesh.verts)==0:
+ # 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.verts)==0:
return
- for face in mesh.faces:
- faceVertexCount=len(face.v)
- material=mesh.materials[face.mat]
+ for i, face in enumerate(copyMesh.faces):
+ faceVertexCount=bl.face.getVertexCount(face)
+ material=copyMesh.materials[bl.face.getMaterialIndex(face)]
+ v=[copyMesh.verts[index] for index in bl.face.getVertices(face)]
+ uv=bl.mesh.getFaceUV(copyMesh, i, face)
+ # flip triangle
if faceVertexCount==3:
- v0=face.v[0]
- v1=face.v[1]
- v2=face.v[2]
# triangle
self.vertexArray.addTriangle(
- material.name,
- v0.index, v1.index, v2.index,
- v0.co, v1.co, v2.co,
+ self.obj_index, material.name,
+ v[2].index,
+ v[1].index,
+ v[0].index,
+ v[2].co,
+ v[1].co,
+ v[0].co,
# ToDo vertex normal
#v0.no, v1.no, v2.no,
- face.no, face.no, face.no,
- face.uv[0], face.uv[1], face.uv[2],
- weightMap[v0.index][0],
- weightMap[v1.index][0],
- weightMap[v2.index][0],
- secondWeightMap[v0.index][0],
- secondWeightMap[v1.index][0],
- secondWeightMap[v2.index][0],
- weightMap[v0.index][1],
- weightMap[v1.index][1],
- weightMap[v2.index][1]
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ uv[2],
+ uv[1],
+ uv[0],
+ weightMap[v[2].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[0].index][0],
+ secondWeightMap[v[2].index][0],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
+ weightMap[v[1].index][1],
+ weightMap[v[0].index][1]
)
elif faceVertexCount==4:
- v0=face.v[0]
- v1=face.v[1]
- v2=face.v[2]
- v3=face.v[3]
# quadrangle
self.vertexArray.addTriangle(
- material.name,
- v0.index, v1.index, v2.index,
- v0.co, v1.co, v2.co,
+ self.obj_index, material.name,
+ v[2].index,
+ v[1].index,
+ v[0].index,
+ v[2].co,
+ v[1].co,
+ v[0].co,
#v0.no, v1.no, v2.no,
- face.no, face.no, face.no,
- face.uv[0], face.uv[1], face.uv[2],
- weightMap[v0.index][0],
- weightMap[v1.index][0],
- weightMap[v2.index][0],
- secondWeightMap[v0.index][0],
- secondWeightMap[v1.index][0],
- secondWeightMap[v2.index][0],
- weightMap[v0.index][1],
- weightMap[v1.index][1],
- weightMap[v2.index][1]
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ uv[2],
+ uv[1],
+ uv[0],
+ weightMap[v[2].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[0].index][0],
+ secondWeightMap[v[2].index][0],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
+ weightMap[v[1].index][1],
+ weightMap[v[0].index][1]
)
self.vertexArray.addTriangle(
- material.name,
- v2.index, v3.index, v0.index,
- v2.co, v3.co, v0.co,
+ self.obj_index, material.name,
+ v[0].index,
+ v[3].index,
+ v[2].index,
+ v[0].co,
+ v[3].co,
+ v[2].co,
#v2.no, v3.no, v0.no,
- face.no, face.no, face.no,
- face.uv[2], face.uv[3], face.uv[0],
- weightMap[v2.index][0],
- weightMap[v3.index][0],
- weightMap[v0.index][0],
- secondWeightMap[v2.index][0],
- secondWeightMap[v3.index][0],
- secondWeightMap[v0.index][0],
- weightMap[v2.index][1],
- weightMap[v3.index][1],
- weightMap[v0.index][1]
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ uv[0],
+ uv[3],
+ uv[2],
+ weightMap[v[0].index][0],
+ weightMap[v[3].index][0],
+ weightMap[v[2].index][0],
+ secondWeightMap[v[0].index][0],
+ secondWeightMap[v[3].index][0],
+ secondWeightMap[v[2].index][0],
+ weightMap[v[0].index][1],
+ weightMap[v[3].index][1],
+ weightMap[v[2].index][1]
)
+ bl.object.delete(copyObj)
+ self.obj_index+=1
+
+ def __skin(self, obj):
+ if not bl.object.hasShapeKey(obj):
+ return
- ############################################################
- # skin
- ############################################################
- # base
indexRelativeMap={}
- blenderMesh=obj.getData(mesh=True)
+ blenderMesh=bl.object.getData(obj)
baseMorph=None
- if blenderMesh.key:
- for b in blenderMesh.key.blocks:
- if b.name=='Basis':
- print(b.name)
- baseMorph=self.__getOrCreateMorph('base', 0)
- relativeIndex=0
- basis=b
- for index in blenderMesh.getVertsFromGroup(
- MMD_SHAPE_GROUP_NAME):
- v=b.data[index]
- pos=[v[0], v[1], v[2]]
- indices=self.vertexArray.getMappedIndices(index)
- for i in indices:
- baseMorph.add(i, pos)
- indexRelativeMap[i]=relativeIndex
- relativeIndex+=1
- break
- print(len(baseMorph.offsets))
- baseMorph.sort()
- assert(basis)
-
- # shape keys
- vg=obj.getData(mesh=True).getVertsFromGroup(
- MMD_SHAPE_GROUP_NAME)
- for b in obj.getData(mesh=True).key.blocks:
- if b.name=='Basis':
- continue
- print(b.name)
- morph=self.__getOrCreateMorph(b.name, 4)
- for index, src, dst in zip(
- xrange(len(blenderMesh.verts)),
- basis.data,
- b.data):
- offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
- if index in vg:
- indices=self.vertexArray.getMappedIndices(index)
- for i in indices:
- morph.add(indexRelativeMap[i], offset)
- assert(len(morph.offsets)==len(baseMorph.offsets))
+ # shape keys
+ vg=bl.object.getVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+
+ # base
+ used=set()
+ for b in bl.object.getShapeKeys(obj):
+ if b.name==BASE_SHAPE_NAME:
+ baseMorph=self.__getOrCreateMorph('base', 0)
+ basis=b
+
+ relativeIndex=0
+ for index in vg:
+ v=bl.shapekey.getByIndex(b, index)
+ pos=[v[0], v[1], v[2]]
+ indices=self.vertexArray.getMappedIndices(index)
+ for i in indices:
+ if i in used:
+ continue
+ used.add(i)
+
+ baseMorph.add(i, pos)
+ indexRelativeMap[i]=relativeIndex
+ relativeIndex+=1
+
+ break
+ assert(basis)
+ 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:
+ continue
+
+ print(b.name)
+ morph=self.__getOrCreateMorph(b.name, 4)
+ used=set()
+ for index, src, dst in zip(
+ xrange(len(blenderMesh.verts)),
+ bl.shapekey.get(basis),
+ bl.shapekey.get(b)):
+ offset=[dst[0]-src[0], dst[1]-src[1], dst[2]-src[2]]
+ if offset[0]==0 and offset[1]==0 and offset[2]==0:
+ continue
+ if index in vg:
+ indices=self.vertexArray.getMappedIndices(index)
+ for i in indices:
+ if i in used:
+ continue
+ used.add(i)
+ morph.add(indexRelativeMap[i], offset)
# sort skinmap
original=self.morphList[:]
if v[0]==morph.name:
return i
print(morph)
- self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
+ if isBlender24():
+ self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
+ else:
+ self.morphList.sort(key=getIndex)
+
+ def __rigidbody(self, obj):
+ if isBlender24():
+ return
+ if not RIGID_SHAPE_TYPE in obj:
+ return
+ self.rigidbodies.append(obj)
+
+ def __constraint(self, obj):
+ if isBlender24():
+ return
+ if not CONSTRAINT_A in obj:
+ return
+ self.constraints.append(obj)
def __getOrCreateMorph(self, name, type):
for m in self.morphList:
return "<Bone %s %d>" % (self.name, self.type)
class BoneBuilder(object):
- __slots__=['bones', 'boneMap', 'ik_list']
+ __slots__=['bones', 'boneMap', 'ik_list', ]
def __init__(self):
self.bones=[]
self.boneMap={}
return
print("gather bones")
- armature=armatureObj.getData()
+ armature=bl.object.getData(armatureObj)
for b in armature.bones.values():
if b.name=='center':
# root bone
bone=Bone(b.name,
- b.head['ARMATURESPACE'][0:3],
- b.tail['ARMATURESPACE'][0:3])
+ bl.bone.getHeadLocal(b),
+ bl.bone.getTailLocal(b))
self.__addBone(bone)
self.__getBone(bone, b)
if not b.parent and b.name!='center':
# root bone
bone=Bone(b.name,
- b.head['ARMATURESPACE'][0:3],
- b.tail['ARMATURESPACE'][0:3])
+ bl.bone.getHeadLocal(b),
+ bl.bone.getTailLocal(b))
self.__addBone(bone)
self.__getBone(bone, b)
self.__checkConnection(b, None)
print("gather ik")
- pose = armatureObj.getPose()
- cSetting=Blender.Constraint.Settings
+ pose = bl.object.getPose(armatureObj)
for b in pose.bones.values():
for c in b.constraints:
- if c.type==Blender.Constraint.Type.IKSOLVER:
+ if bl.constraint.isIKSolver(c):
####################
# IK target
####################
- assert(c[cSetting.TARGET]==armatureObj)
- target=self.__boneByName(
- c[Blender.Constraint.Settings.BONE])
+ target=self.__boneByName(bl.constraint.ikTarget(c))
target.type=2
####################
# IK chain
e=b.parent
- chainLength=c[cSetting.CHAINLEN]
+ chainLength=bl.constraint.ikChainLen(c)
for i in range(chainLength):
# IK影響下
chainBone=self.__boneByName(e.name)
e=e.parent
self.ik_list.append(
IKSolver(target, link, chainLength,
- int(c[cSetting.ITERATIONS] * 0.1),
- c[cSetting.ROTWEIGHT]
+ int(bl.constraint.ikItration(c) * 0.1),
+ bl.constraint.ikRotationWeight(c)
))
+ # boneのsort
+ self._sortBy()
+ self._fix()
+ # IKのsort
+ def getIndex(ik):
+ for i, v in enumerate(englishmap.boneMap):
+ if v[0]==ik.target.name:
+ return i
+ return len(englishmap.boneMap)
+ if isBlender24():
+ self.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r))
+ else:
+ self.ik_list.sort(key=getIndex)
+
def __checkConnection(self, b, p):
- if Blender.Armature.CONNECTED in b.options:
+ if bl.bone.isConnected(b):
parent=self.__boneByName(p.name)
parent.isConnect=True
for c in b.children:
self.__checkConnection(c, b)
- def sortBy(self, boneMap):
+ def _sortBy(self):
"""
boneMap順に並べ替える
"""
+ boneMap=englishmap.boneMap
original=self.bones[:]
def getIndex(bone):
for i, k_v in enumerate(boneMap):
return i
print(bone)
- self.bones.sort(lambda l, r: getIndex(l)-getIndex(r))
+ if isBlender24():
+ self.bones.sort(lambda l, r: getIndex(l)-getIndex(r))
+ else:
+ self.bones.sort(key=getIndex)
+
sortMap={}
for i, b in enumerate(self.bones):
src=original.index(b)
if b.ik_index>0:
b.ik_index=sortMap[b.ik_index]
+ def _fix(self):
+ """
+ 調整
+ """
+ for b in self.bones:
+ # parent index
+ if b.parent_index==None:
+ b.parent_index=0xFFFF
+ else:
+ if b.type==6 or b.type==7:
+ # fix tail bone
+ parent=self.bones[b.parent_index]
+ parent.tail_index=b.index
+
+ for b in self.bones:
+ if b.tail_index==None:
+ b.tail_index=0
+ elif b.type==9:
+ b.tail_index==0
+
def getIndex(self, bone):
for i, b in enumerate(self.bones):
if b==bone:
assert(false)
def indexByName(self, name):
- return self.getIndex(self.__boneByName(name))
+ if name=='':
+ return 0
+ else:
+ return self.getIndex(self.__boneByName(name))
def __boneByName(self, name):
- return self.bones[self.boneMap[name]]
+ return self.boneMap[name]
def __getBone(self, parent, b):
if len(b.children)==0:
for i, c in enumerate(b.children):
bone=Bone(c.name,
- c.head['ARMATURESPACE'][0:3],
- c.tail['ARMATURESPACE'][0:3])
+ bl.bone.getHeadLocal(c),
+ bl.bone.getTailLocal(c))
self.__addBone(bone)
if parent:
bone.parent_index=parent.index
def __addBone(self, bone):
bone.index=len(self.bones)
self.bones.append(bone)
- self.boneMap[bone.name]=bone.index
+ self.boneMap[bone.name]=bone
class PmdExporter(object):
- def __init__(self):
+ def setup(self, scene):
self.armatureObj=None
+ self.scene=scene
- def setup(self, scene):
# 木構造を構築する
object_node_map={}
for o in scene.objects:
object_node_map[o]=Node(o)
- for node in object_node_map.values():
+ for o in scene.objects:
+ #for node in object_node_map.values():
+ node=object_node_map[o]
if node.o.parent:
object_node_map[node.o.parent].children.append(node)
+
# ルートを得る
root=object_node_map[scene.objects.active]
# ワンスキンメッシュを作る
- self.oneSkinMesh=OneSkinMesh()
+ self.oneSkinMesh=OneSkinMesh(scene)
self.__createOneSkinMesh(root)
print(self.oneSkinMesh)
self.name=root.o.name
# skeleton
self.builder=BoneBuilder()
self.builder.build(self.armatureObj)
- self.builder.sortBy(englishmap.boneMap)
- def getIndex(ik):
- for i, v in enumerate(englishmap.boneMap):
- if v[0]==ik.target.name:
- return i
- return len(englishmap.boneMap)
- self.builder.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r))
def __createOneSkinMesh(self, node):
############################################################
# search armature modifier
############################################################
for m in node.o.modifiers:
- if m.name=="Armature":
- armatureObj=m[Blender.Modifier.Settings.OBJECT]
+ if bl.modifier.isType(m, 'ARMATURE'):
+ armatureObj=bl.modifier.getArmatureObject(m)
if not self.armatureObj:
self.armatureObj=armatureObj
elif self.armatureObj!=armatureObj:
- print "warning! found multiple armature. ignored.", armatureObj.name
+ print("warning! found multiple armature. ignored.",
+ armatureObj.name)
- if node.o.getType()=='Mesh':
+ if node.o.type.upper()=='MESH':
self.oneSkinMesh.addMesh(node.o)
for child in node.children:
v.normal.z=normal[1]
v.uv.x=uv[0]
v.uv.y=uv[1]
- v.bone0=self.builder.boneMap[b0] if b0 in self.builder.boneMap else 0
- v.bone1=self.builder.boneMap[b1] if b1 in self.builder.boneMap else 0
+ v.bone0=self.builder.indexByName(b0)
+ v.bone1=self.builder.indexByName(b1)
v.weight0=int(100*weight)
v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
# 面とマテリアル
vertexCount=self.oneSkinMesh.getVertexCount()
- for m, indices in self.oneSkinMesh.vertexArray.indexArrays.items():
- m=Blender.Material.Get(m)
+ for material_name, indices in self.oneSkinMesh.vertexArray.each():
+ m=bl.material.get(material_name)
# マテリアル
material=io.addMaterial()
- material.diffuse.r=m.R
- material.diffuse.g=m.G
- material.diffuse.b=m.B
- material.diffuse.a=m.alpha
- material.sinness=0 if m.spec<1e-5 else m.spec*10
- material.specular.r=m.specR
- material.specular.g=m.specG
- material.specular.b=m.specB
- material.ambient.r=m.mirR
- material.ambient.g=m.mirG
- material.ambient.b=m.mirB
+ setMaterialParams(material, m)
+
material.vertex_count=len(indices)
material.toon_index=0
- material.flag=1 if m.enableSSS else 0
# ToDo
material.texture=""
# 面
assert(i<vertexCount)
for i in xrange(0, len(indices), 3):
# reverse triangle
- io.indices.append(indices[i+2])
- io.indices.append(indices[i+1])
io.indices.append(indices[i])
-
- #io.indices.append(indices[i])
- #io.indices.append(indices[i+1])
- #io.indices.append(indices[i+2])
+ io.indices.append(indices[i+1])
+ io.indices.append(indices[i+2])
# bones
- for b in self.builder.bones:
- if b.name.endswith("_t"):
- if b.name.startswith("arm twist1_") or b.name.startswith("arm twist2_"):
- # skip
- print "skip %s" % b.name
- continue
-
+ boneNameMap={}
+ for i, b in enumerate(self.builder.bones):
bone=io.addBone()
+ # name
+ boneNameMap[b.name]=i
v=englishmap.getUnicodeBoneName(b.name)
assert(v)
cp932=v[1].encode('cp932')
- bone_name="%s" % cp932
- assert(len(bone_name)<20)
- bone.name=bone_name
+ assert(len(cp932)<20)
+ bone.setName(cp932)
- bone_english_name="%s" % b.name
+ # english name
+ bone_english_name=b.name
assert(len(bone_english_name)<20)
bone.english_name=bone_english_name
else:
bone.type=b.type
- # parent index
- bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF
-
- # tail index
- if b.tail_index!=None:
- if bone.type==9:
- bone.tail_index=0
- else:
- bone.tail_index=b.tail_index
- else:
- bone.tail_index=0
-
+ bone.parent_index=b.parent_index
+ bone.tail_index=b.tail_index
bone.ik_index=b.ik_index
# convert right-handed z-up to left-handed y-up
v=englishmap.getUnicodeSkinName(m.name)
assert(v)
cp932=v[1].encode('cp932')
- morph.name="%s\n" % cp932
-
- morph.english_name="%s\n" % m.name
+ morph.setName(cp932)
+ morph.setEnglishName(m.name.encode('cp932'))
m.type=v[2]
morph.type=v[2]
for index, offset in m.offsets:
# ボーン表示枠
def createBoneDisplayName(name, english):
boneDisplayName=io.addBoneDisplayName()
- boneDisplayName.name=name.decode('utf-8').encode('cp932')
- boneDisplayName.english_name=english
+ if isBlender24():
+ boneDisplayName.name=name.decode('utf-8').encode('cp932')
+ boneDisplayName.english_name=english
+ else:
+ boneDisplayName.setName(name.encode('cp932'))
+ boneDisplayName.setEnglishName(english.encode('cp932'))
boneDisplayName=createBoneDisplayName("IK\n", "IK\n")
boneDisplayName=createBoneDisplayName("体(上)\n", "Body[u]\n")
boneDisplayName=createBoneDisplayName("髪\n", "Hair\n")
io.english_name="blender export"
io.english_coment="blender export"
+ # toon
for i in range(10):
io.getToonTexture(i).name="toon%02d.bmp\n" % i
+ # rigid body
+ rigidNameMap={}
+ for i, obj in enumerate(self.oneSkinMesh.rigidbodies):
+ rigidBody=io.addRigidBody()
+ rigidBody.setName(obj.name.encode('cp932'))
+ rigidNameMap[obj.name]=i
+ boneIndex=boneNameMap[obj[RIGID_BONE_NAME]]
+ if boneIndex==0:
+ boneIndex=0xFFFF
+ bone=self.builder.bones[0]
+ else:
+ bone=self.builder.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.shapeType=pmd.SHAPE_SPHERE
+ rigidBody.w=obj.scale[0]
+ elif obj[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:
+ rigidBody.shapeType=pmd.SHAPE_CAPSULE
+ rigidBody.w=obj.scale[0]
+ rigidBody.h=obj.scale[2]
+
+ # constraint
+ for obj in self.oneSkinMesh.constraints:
+ constraint=io.addConstraint()
+ constraint.setName(obj[CONSTRAINT_NAME].encode('cp932'))
+ constraint.rigidA=rigidNameMap[obj[CONSTRAINT_A]]
+ constraint.rigidB=rigidNameMap[obj[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]
+
# 書き込み
- return io.write(path.encode(bl.FS_ENCODING))
+ print('write', path)
+ return io.write(path)
def getBoneDisplayGroup(bone):
def __execute(filename, scene):
+ if not scene.objects.active:
+ print("abort. no active object.")
+ return
+
+ active=bl.object.getActive()
exporter=PmdExporter()
exporter.setup(scene)
exporter.write(filename)
+ bl.object.activate(active)
if isBlender24():
- # 24
+ # for 2.4
def execute_24(filename):
- filename=filename.decode(bl.INTERNAL_ENCODING)
- print("pmd exporter: %s" % filename)
-
- Blender.Window.WaitCursor(1)
- t = Blender.sys.time()
-
scene = bpy.data.scenes.active
- __execute(filename, scene)
-
- print 'finished in %.2f seconds' % (Blender.sys.time()-t)
- Blender.Redraw()
- Blender.Window.WaitCursor(0)
+ bl.initialize('pmd_export', scene)
+ __execute(filename.decode(bl.INTERNAL_ENCODING), scene)
+ bl.finalize()
Blender.Window.FileSelector(
execute_24,
Blender.sys.makename(ext='.pmd'))
else:
- # 25
- pass
+ # for 2.5
+ def execute_25(filename, scene):
+ bl.initialize('pmd_export', scene)
+ __execute(filename, scene)
+ bl.finalize()
+
+ # operator
+ class EXPORT_OT_pmd(bpy.types.Operator):
+ '''Save a Metasequoia PMD file.'''
+ bl_idname = "export_scene.pmd"
+ bl_label = 'Export PMD'
+
+ # List of operator properties, the attributes will be assigned
+ # to the class instance from the operator settings before calling.
+
+ path = StringProperty(
+ name="File Path",
+ description="File path used for exporting the PMD file",
+ maxlen= 1024,
+ default= ""
+ )
+ filename = StringProperty(
+ name="File Name",
+ description="Name of the file.")
+ directory = StringProperty(
+ name="Directory",
+ description="Directory of the file.")
+
+ check_existing = BoolProperty(
+ name="Check Existing",
+ description="Check and warn on overwriting existing files",
+ default=True,
+ options=set('HIDDEN'))
+
+ def execute(self, context):
+ execute_25(
+ self.properties.path,
+ context.scene
+ )
+ return 'FINISHED'
+
+ def invoke(self, context, event):
+ wm=context.manager
+ wm.add_fileselect(self)
+ return 'RUNNING_MODAL'
+
+ # register menu
+ def menu_func(self, context):
+ #default_path=bpy.data.filename.replace(".blend", ".pmd")
+ self.layout.operator(
+ EXPORT_OT_pmd.bl_idname,
+ text="Miku Miku Dance Model(.pmd)")#.path=default_path
+
+ def register():
+ bpy.types.register(EXPORT_OT_pmd)
+ bpy.types.INFO_MT_file_export.append(menu_func)
+
+ def unregister():
+ bpy.types.unregister(EXPORT_OT_pmd)
+ bpy.types.INFO_MT_file_export.remove(menu_func)
+
+ if __name__ == "__main__":
+ register()