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_toon_size<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])
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]
class OneSkinMesh(object):
- __slots__=['scene', 'vertexArray', 'morphList']
+ __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 bl.objectIsVisible(obj):
+ if bl.object.isVisible(obj):
# 非表示
return
+ self.__mesh(obj)
+ self.__skin(obj)
+ self.__rigidbody(obj)
+ self.__constraint(obj)
- print("export", obj.name)
+ def __mesh(self, obj):
+ if isBlender24():
+ pass
+ else:
+ if RIGID_SHAPE_TYPE in obj:
+ return
+ if CONSTRAINT_A in obj:
+ return
- ############################################################
- # bone weight
- ############################################################
- mesh=bl.objectGetData(obj)
+ print("export", obj.name)
+ mesh=bl.object.getData(obj)
weightMap={}
secondWeightMap={}
def setWeight(i, name, w):
weightMap[i]=(name, w)
if isBlender24():
- for name in bl.meshVertexGroupNames(obj):
+ for name in bl.object.getVertexGroupNames(obj):
for i, w in mesh.getVertsFromGroup(name, 1):
setWeight(i, name, w)
else:
print("no weight vertex")
weightMap[i]=("", 0)
secondWeightMap[i]=("", 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.objectDuplicate(self.scene, obj)
+ copyMesh, copyObj=bl.object.duplicate(obj)
if len(copyMesh.verts)==0:
return
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)
+ 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:
# triangle
self.vertexArray.addTriangle(
- material.name,
- v[0].index, v[1].index, v[2].index,
- v[0].co, v[1].co, v[2].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,
- 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],
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ uv[2],
+ uv[1],
+ uv[0],
weightMap[v[2].index][0],
- secondWeightMap[v[0].index][0],
- secondWeightMap[v[1].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[0].index][0],
secondWeightMap[v[2].index][0],
- weightMap[v[0].index][1],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
weightMap[v[1].index][1],
- weightMap[v[2].index][1]
+ weightMap[v[0].index][1]
)
elif faceVertexCount==4:
# quadrangle
self.vertexArray.addTriangle(
- material.name,
- v[0].index, v[1].index, v[2].index,
- v[0].co, v[1].co, v[2].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,
- 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],
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ uv[2],
+ uv[1],
+ uv[0],
weightMap[v[2].index][0],
- secondWeightMap[v[0].index][0],
- secondWeightMap[v[1].index][0],
+ weightMap[v[1].index][0],
+ weightMap[v[0].index][0],
secondWeightMap[v[2].index][0],
- weightMap[v[0].index][1],
+ secondWeightMap[v[1].index][0],
+ secondWeightMap[v[0].index][0],
+ weightMap[v[2].index][1],
weightMap[v[1].index][1],
- weightMap[v[2].index][1]
+ weightMap[v[0].index][1]
)
self.vertexArray.addTriangle(
- material.name,
- v[2].index, v[3].index, v[0].index,
- v[2].co, v[3].co, v[0].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,
- 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],
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ bl.face.getNormal(face),
+ uv[0],
+ uv[3],
+ uv[2],
weightMap[v[0].index][0],
- secondWeightMap[v[2].index][0],
- secondWeightMap[v[3].index][0],
+ weightMap[v[3].index][0],
+ weightMap[v[2].index][0],
secondWeightMap[v[0].index][0],
- weightMap[v[2].index][1],
+ secondWeightMap[v[3].index][0],
+ secondWeightMap[v[2].index][0],
+ weightMap[v[0].index][1],
weightMap[v[3].index][1],
- weightMap[v[0].index][1]
+ weightMap[v[2].index][1]
)
- bl.objectDelete(self.scene, copyObj)
+ bl.object.delete(copyObj)
+ self.obj_index+=1
+
+ def __skin(self, obj):
+ if not bl.object.hasShapeKey(obj):
+ return
- ############################################################
- # skin
- ############################################################
indexRelativeMap={}
- blenderMesh=bl.objectGetData(obj)
+ blenderMesh=bl.object.getData(obj)
baseMorph=None
- 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 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
- assert(basis)
-
- if(len(baseMorph.offsets)>0):
- baseMorph.sort()
-
- # 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)
+
+ # 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[:]
+ 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 __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=bl.objectGetData(armatureObj)
+ armature=bl.object.getData(armatureObj)
for b in armature.bones.values():
if b.name=='center':
# root bone
bone=Bone(b.name,
- bl.boneHeadLocal(b),
- bl.boneTailLocal(b))
+ 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,
- bl.boneHeadLocal(b),
- bl.boneTailLocal(b))
+ bl.bone.getHeadLocal(b),
+ bl.bone.getTailLocal(b))
self.__addBone(bone)
self.__getBone(bone, b)
self.__checkConnection(b, None)
print("gather ik")
- pose = bl.objectGetPose(armatureObj)
+ pose = bl.object.getPose(armatureObj)
for b in pose.bones.values():
for c in b.constraints:
- if bl.constraintIsIKSolver(c):
+ if bl.constraint.isIKSolver(c):
####################
# IK target
####################
- target=self.__boneByName(bl.ikTarget(c))
+ target=self.__boneByName(bl.constraint.ikTarget(c))
target.type=2
####################
# IK chain
e=b.parent
- chainLength=bl.ikChainLen(c)
+ 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(bl.ikItration(c) * 0.1),
- bl.ikRotationWeight(c)
+ 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 bl.boneIsConnected(b):
+ 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):
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,
- bl.boneHeadLocal(c),
- bl.boneTailLocal(c))
+ 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):
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]
# 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)
- 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 bl.modifierIsArmature(m):
- armatureObj=bl.armatureModifierGetObject(m)
+ 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.type.upper()=='MESH':
self.oneSkinMesh.addMesh(node.o)
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 material_name, indices in self.oneSkinMesh.vertexArray.indexArrays.items():
- m=bl.materialGet(self.scene, material_name)
+ for material_name, indices in self.oneSkinMesh.vertexArray.each():
+ m=bl.material.get(material_name)
# マテリアル
material=io.addMaterial()
- 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
+ setMaterialParams(material, m)
material.vertex_count=len(indices)
material.toon_index=0
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')
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
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
+ print('write', path)
return io.write(path)
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():
# 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,
else:
# for 2.5
- def execute_25(*args):
- __execute(*args)
+ def execute_25(filename, scene):
+ bl.initialize('pmd_export', scene)
+ __execute(filename, scene)
+ bl.finalize()
# operator
class EXPORT_OT_pmd(bpy.types.Operator):
# register menu
def menu_func(self, context):
- default_path=bpy.data.filename.replace(".blend", ".pmd")
+ #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
+ text="Miku Miku Dance Model(.pmd)")#.path=default_path
def register():
bpy.types.register(EXPORT_OT_pmd)