# 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)
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__=['scene', 'vertexArray', 'morphList']
+ def __init__(self, scene):
self.vertexArray=VertexArray()
self.morphList=[]
+ self.scene=scene
def __str__(self):
return "<OneSkinMesh %s, morph:%d>" % (
len(self.morphList))
def addMesh(self, obj):
- if obj.restrictDisplay:
+ if bl.objectIsVisible(obj):
# 非表示
return
############################################################
# bone weight
############################################################
- mesh=obj.getData(mesh=True)
+ mesh=bl.objectGetData(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.meshVertexGroupNames(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
+ # 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
############################################################
- mesh=Blender.Mesh.New()
- # not applied modifiers
- mesh.getFromObject(obj.name, 1)
- # apply object transform
- mesh.transform(obj.getMatrix())
- if len(mesh.verts)==0:
+ copyMesh, copyObj=bl.objectDuplicate(self.scene, 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.faceVertexCount(face)
+ material=copyMesh.materials[bl.faceMaterialIndex(face)]
+ v=[copyMesh.verts[index] for index in bl.faceVertices(face)]
+ uv=bl.meshFaceUv(copyMesh, i, face)
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,
+ v[0].index, v[1].index, v[2].index,
+ v[0].co, v[1].co, v[2].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.faceNormal(face),
+ bl.faceNormal(face),
+ bl.faceNormal(face),
+ uv[0], uv[1], uv[2],
+ weightMap[v[0].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[2].index][0],
+ secondWeightMap[v[0].index][0],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[2].index][0],
+ weightMap[v[0].index][1],
+ weightMap[v[1].index][1],
+ weightMap[v[2].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,
+ v[0].index, v[1].index, v[2].index,
+ v[0].co, v[1].co, v[2].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.faceNormal(face),
+ bl.faceNormal(face),
+ bl.faceNormal(face),
+ uv[0], uv[1], uv[2],
+ weightMap[v[0].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[2].index][0],
+ secondWeightMap[v[0].index][0],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[2].index][0],
+ weightMap[v[0].index][1],
+ weightMap[v[1].index][1],
+ weightMap[v[2].index][1]
)
self.vertexArray.addTriangle(
material.name,
- v2.index, v3.index, v0.index,
- v2.co, v3.co, v0.co,
+ v[2].index, v[3].index, v[0].index,
+ v[2].co, v[3].co, v[0].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.faceNormal(face),
+ bl.faceNormal(face),
+ bl.faceNormal(face),
+ uv[2], uv[3], uv[0],
+ weightMap[v[2].index][0],
+ weightMap[v[3].index][0],
+ weightMap[v[0].index][0],
+ secondWeightMap[v[2].index][0],
+ secondWeightMap[v[3].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
+ weightMap[v[3].index][1],
+ weightMap[v[0].index][1]
)
+ bl.objectDelete(self.scene, copyObj)
############################################################
# skin
############################################################
- # base
indexRelativeMap={}
- blenderMesh=obj.getData(mesh=True)
+ blenderMesh=bl.objectGetData(obj)
baseMorph=None
- if blenderMesh.key:
- for b in blenderMesh.key.blocks:
- if b.name=='Basis':
+ if bl.objectHasShapeKey(obj):
+ # base
+ for b in bl.objectShapeKeys(obj):
+ if b.name==BASE_SHAPE_NAME:
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]
+
+ for index in bl.meshVertexGroup(obj, MMD_SHAPE_GROUP_NAME):
+ v=bl.shapeKeyGet(b, 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
+ if(len(baseMorph.offsets)>0):
+ baseMorph.sort()
- 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))
-
- # sort skinmap
- original=self.morphList[:]
- def getIndex(morph):
- for i, v in enumerate(englishmap.skinMap):
- if v[0]==morph.name:
- return i
- print(morph)
- self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
+ # shape keys
+ vg=bl.meshVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+ for b in bl.objectShapeKeys(obj):
+ if b.name==BASE_SHAPE_NAME:
+ continue
+
+ print(b.name)
+ morph=self.__getOrCreateMorph(b.name, 4)
+ for index, src, dst in zip(
+ xrange(len(blenderMesh.verts)),
+ bl.shapeKeys(basis),
+ bl.shapeKeys(b)):
+ 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))
+
+ # sort skinmap
+ original=self.morphList[:]
+ def getIndex(morph):
+ for i, v in enumerate(englishmap.skinMap):
+ if v[0]==morph.name:
+ return i
+ print(morph)
+ if isBlender24():
+ self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
+ else:
+ self.morphList.sort(key=getIndex)
def __getOrCreateMorph(self, name, type):
for m in self.morphList:
return
print("gather bones")
- armature=armatureObj.getData()
+ armature=bl.objectGetData(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.boneHeadLocal(b),
+ bl.boneTailLocal(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.boneHeadLocal(b),
+ bl.boneTailLocal(b))
self.__addBone(bone)
self.__getBone(bone, b)
self.__checkConnection(b, None)
print("gather ik")
- pose = armatureObj.getPose()
- cSetting=Blender.Constraint.Settings
+ pose = bl.objectGetPose(armatureObj)
for b in pose.bones.values():
for c in b.constraints:
- if c.type==Blender.Constraint.Type.IKSOLVER:
+ if bl.constraintIsIKSolver(c):
####################
# IK target
####################
- assert(c[cSetting.TARGET]==armatureObj)
- target=self.__boneByName(
- c[Blender.Constraint.Settings.BONE])
+ target=self.__boneByName(bl.ikTarget(c))
target.type=2
####################
# IK chain
e=b.parent
- chainLength=c[cSetting.CHAINLEN]
+ chainLength=bl.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.ikItration(c) * 0.1),
+ bl.ikRotationWeight(c)
))
def __checkConnection(self, b, p):
- if Blender.Armature.CONNECTED in b.options:
+ if bl.boneIsConnected(b):
parent=self.__boneByName(p.name)
parent.isConnect=True
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)
for i, c in enumerate(b.children):
bone=Bone(c.name,
- c.head['ARMATURESPACE'][0:3],
- c.tail['ARMATURESPACE'][0:3])
+ bl.boneHeadLocal(c),
+ bl.boneTailLocal(c))
self.__addBone(bone)
if parent:
bone.parent_index=parent.index
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:
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
if v[0]==ik.target.name:
return i
return len(englishmap.boneMap)
- self.builder.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r))
+ if isBlender24():
+ self.builder.ik_list.sort(lambda l, r: getIndex(l)-getIndex(r))
+ else:
+ self.builder.ik_list.sort(key=getIndex)
def __createOneSkinMesh(self, node):
+ print(node)
############################################################
# search armature modifier
############################################################
for m in node.o.modifiers:
- if m.name=="Armature":
- armatureObj=m[Blender.Modifier.Settings.OBJECT]
+ if bl.modifierIsArmature(m):
+ armatureObj=bl.armatureModifierGetObject(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:
# 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.indexArrays.items():
+ m=bl.materialGet(self.scene, 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
+ if isBlender24():
+ 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
+ material.flag=1 if m.enableSSS else 0
+ else:
+ 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
+ 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]
+ material.ambient.r=m.mirror_color[0]
+ material.ambient.g=m.mirror_color[1]
+ material.ambient.b=m.mirror_color[2]
+ material.flag=1 if m.subsurface_scattering.enabled else 0
+
material.vertex_count=len(indices)
material.toon_index=0
- material.flag=1 if m.enableSSS else 0
# ToDo
material.texture=""
# 面
if b.name.endswith("_t"):
if b.name.startswith("arm twist1_") or b.name.startswith("arm twist2_"):
# skip
- print "skip %s" % b.name
+ print("skip %s" % b.name)
continue
bone=io.addBone()
+ # name
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
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.getToonTexture(i).name="toon%02d.bmp\n" % i
# 書き込み
- return io.write(path.encode(bl.FS_ENCODING))
+ return io.write(path)
def getBoneDisplayGroup(bone):
if isBlender24():
- # 24
+ # for 2.4
def execute_24(filename):
filename=filename.decode(bl.INTERNAL_ENCODING)
print("pmd exporter: %s" % filename)
scene = bpy.data.scenes.active
__execute(filename, scene)
- print 'finished in %.2f seconds' % (Blender.sys.time()-t)
+ print('finished in %.2f seconds' % (Blender.sys.time()-t))
Blender.Redraw()
Blender.Window.WaitCursor(0)
Blender.sys.makename(ext='.pmd'))
else:
- # 25
- pass
+ # for 2.5
+ def execute_25(*args):
+ __execute(*args)
+
+ # 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()