"""
MMD_SHAPE_GROUP_NAME='_MMD_SHAPE'
+BASE_SHAPE_NAME='Basis'
###############################################################################
progressBar.set(message, progress)
-if isBlender24():
- # functions
- def convert_coord(pos):
- """
- Left handed y-up to Right handed z-up
- """
- return (pos.x, pos.z, pos.y)
-
-
- def convert_uv(uv):
- return (uv.x, 1.0 - uv.y)
-
-
- def get_bone_name(l, index):
- name=englishmap.getEnglishBoneName(l.bones[index].getName())
- return name if name else l.bones[index].getName().encode(bl.INTERNAL_ENCODING)
-
-
- class Builder(object):
- def __init__(self):
- self.boneMap={}
-
- def build(self, armature, bones):
- for b in bones:
- if not b.parent:
- self.__build(armature, b, None, None)
- armature.update()
-
- def __build(self, armature, b, p, parent):
- name=englishmap.getEnglishBoneName(b.getName())
- if not name:
- name=b.getName().encode(bl.INTERNAL_ENCODING)
- self.boneMap[name]=b
-
- bone=Blender.Armature.Editbone()
- bone.name=name
- armature.bones[name]=bone
-
- if b.tail_index==0:
- # 先端
- assert(b.type==6 or b.type==7)
- bone.head = Mathutils.Vector(*convert_coord(b.pos))
- bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
- assert(parent)
- bone.parent=parent
- if bone.name=="center_t":
- # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
- parent.tail=parent.head+Mathutils.Vector(0, 1, 0)
- bone.head=parent.tail
- bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
- else:
- assert(parent.tail==bone.head)
- bone.options=[Blender.Armature.CONNECTED]
- # armature layer 2
- bone.layerMask = (1<<1)
- else:
- bone.head = Mathutils.Vector(*convert_coord(b.pos))
- bone.tail = Mathutils.Vector(*convert_coord(b.tail))
- if parent:
- bone.parent=parent
- if parent.tail==bone.head:
- bone.options=[Blender.Armature.CONNECTED]
-
- if bone.head==bone.tail:
- bone.tail=bone.head+Mathutils.Vector(0, 1, 0)
-
- for c in b.children:
- self.__build(armature, c, b, bone)
-
-
- def importArmature(scene, l):
- # create armature
- armature = Blender.Armature.New()
- # link to object
- armature_object = scene.objects.new(armature)
- # create action
- act = Blender.Armature.NLA.NewAction()
- act.setActive(armature_object)
- # set XRAY
- armature_object.drawMode = (
- armature_object.drawMode | Blender.Object.DrawModes.XRAY)
- # armature settings
- armature.drawType = Blender.Armature.OCTAHEDRON
- armature.drawNames=True
- armature.envelopes = False
- armature.vertexGroups = True
- armature.mirrorEdit = True
-
- # create armature
- armature.makeEditable()
-
- ############################################################
- # build bone
- ############################################################
- builder=Builder()
- builder.build(armature, l.bones)
-
- ############################################################
- # IK
- ############################################################
- pose = armature_object.getPose()
- cSetting = Blender.Constraint.Settings
- for ik in l.ik_list:
- # IKtarget->parent(=IK).name
- target=l.bones[ik.target]
- name = englishmap.getEnglishBoneName(target.getName())
- p_bone = pose.bones[name]
- if not p_bone:
- print('not found', name)
- continue
- if len(ik.children) >= 16:
- print('over MAX_CHAINLEN', ik, len(ik.children))
- continue
- # IK solver
- ik_solver = p_bone.constraints.append(Blender.Constraint.Type.IKSOLVER)
- ik_solver[cSetting.CHAINLEN]=len(ik.children)
- ik_solver[cSetting.TARGET]=armature_object
- ik_solver[cSetting.USETIP]=False
-
- effector_name=englishmap.getEnglishBoneName(
- l.bones[ik.index].getName())
- if not effector_name:
- effector_name=l.bones[ik.index].getName()
-
- ik_solver[cSetting.BONE]=effector_name
- #ik_solver.influence=ik.weight
- # not used. place folder when export.
- ik_solver[cSetting.ROTWEIGHT]=ik.weight
- ik_solver[cSetting.ITERATIONS]=ik.iterations * 10
-
- armature.makeEditable()
- armature.update()
-
- return armature_object
-
+###############################################################################
+def convert_coord(pos):
+ """
+ Left handed y-up to Right handed z-up
+ """
+ return (pos.x, pos.z, pos.y)
- def importShape(obj, l, vertex_map):
- if len(l.morph_list)==0:
- return
- obj.pinShape=True
- mesh=obj.getData(mesh=True)
- # find base
- base=None
- for s in l.morph_list:
- if s.type==0:
- base=s
-
- # create vertex group
- mesh.addVertGroup(MMD_SHAPE_GROUP_NAME)
- indices=[]
- hasShape=False
- for i in s.indices:
- if i in vertex_map:
- hasShape=True
- indices.append(vertex_map[i])
- mesh.assignVertsToGroup(MMD_SHAPE_GROUP_NAME, indices, 0,
- Blender.Mesh.AssignModes.ADD)
- if not hasShape:
- return
-
- # create base key
- mesh.insertKey()
- assert(len(mesh.key.blocks)==1)
- baseShapeIndex=0
- baseShapeBlock=mesh.key.blocks[baseShapeIndex]
- baseShapeBlock.name='Basis'
- obj.activeShape=baseShapeIndex
- mesh.update()
- break
+def convert_uv(uv):
+ return (uv.x, 1.0 - uv.y)
- assert(base)
- # each skin
- for s in l.morph_list:
- if s.name==base.name:
- continue
+def to_radian(degree):
+ return math.pi * degree / 180
+
+
+def get_bone_name(l, index):
+ name=englishmap.getEnglishBoneName(l.bones[index].getName())
+ return name if name else l.bones[index].getName()
+
+def __importShape(obj, l, vertex_map):
+ if len(l.morph_list)==0:
+ return
+
+ # set shape_key pin
+ bl.objectPinShape(obj)
+
+ # find base
+ base=None
+ for s in l.morph_list:
+ if s.type==0:
+ base=s
+ # create vertex group
+ bl.meshAddVertexGroup(obj, MMD_SHAPE_GROUP_NAME)
+ hasShape=False
+ for i in s.indices:
+ if i in vertex_map:
+ hasShape=True
+ bl.meshAssignVertexGroup(
+ obj, MMD_SHAPE_GROUP_NAME, vertex_map[i], 0)
+ if not hasShape:
+ return
+ assert(base)
+
+ # create base key
+ baseShapeBlock=bl.objectAddShapeKey(obj, BASE_SHAPE_NAME)
+ # mesh
+ mesh=bl.objectGetData(obj)
+ mesh.update()
+
+ # each skin
+ for s in l.morph_list:
+ if s.type==0:
+ continue
+
+ # name
+ name=englishmap.getEnglishSkinName(s.getName())
+ if not name:
+ name=s.getName()
+
+ if isBlender24():
+ # 24
for index, offset in zip(s.indices, s.pos_list):
try:
vertex_index=vertex_map[base.indices[index]]
v[0]+=offset[0]
v[1]+=offset[1]
v[2]+=offset[2]
- except IndexErrora as msg:
+ except IndexError as msg:
print(msg)
print(index, len(base.indices), len(vertex_map))
print(len(mesh.verts))
#print 'this mesh not has shape vertices'
break
- # get skin name
- name=englishmap.getEnglishSkinName(s.getName())
- if not name:
- name=s.getName().encode(bl.INTERNAL_ENCODING)
- print(name)
-
# create shapekey block
- mesh.insertKey()
- shapeIndex=len(mesh.key.blocks)-1
- keyBlock=mesh.key.blocks[shapeIndex]
- keyBlock.name=name
+ new_shape_key=bl.objectAddShapeKey(obj, name)
# copy vertex to shape key
mesh.update()
mv.co[2] = v[2]
mesh.update()
- # select base shape
- obj.activeShape=baseShapeIndex
-
-else:
- # for 2.5
- def to_radian(degree):
- return math.pi * degree / 180
-
-
- def convert_coord(pos):
- """
- Left handed y-up to Right handed z-up
- """
- return (pos.x, pos.z, pos.y)
-
-
- def convert_uv(uv):
- return (uv.x, 1.0 - uv.y)
-
-
- def getBoneName(bone):
- name = englishmap.getEnglishBoneName(bone.getName())
- return name if name else bone.getName()
-
-
- def get_bone_name(l, index):
- name=englishmap.getEnglishBoneName(l.bones[index].getName())
- return name if name else l.bones[index].getName()
-
-
- def create_texture(directory, texture_name):
- texture=bpy.data.textures.new(texture_name)
- texture.type='IMAGE'
- texture=texture.recast_type()
- texturePath=os.path.join(directory, texture_name)
- print('create_texture', texturePath)
- image=bpy.data.images.load(texturePath)
- texture.image=image
- texture.mipmap = True
- texture.interpolation = True
- texture.use_alpha = True
- return texture
-
-
- def build_bone(armature, b, parent=None):
- if b.tail_index==0:
- return
-
- name=getBoneName(b)
- bone = armature.edit_bones.new(name if name else b.getName())
- if parent:
- bone.head = mathutils.Vector(convert_coord(b.pos))
- bone.parent=parent
- bone.connected=True if parent.tail==bone.head else False
- bone.tail = mathutils.Vector(convert_coord(b.tail))
- if bone.head==bone.tail:
- bone.tail=bone.head-mathutils.Vector((0, 1, 0))
- elif b.__class__ is pmd.BONE_IK:
- bone.head = mathutils.Vector(convert_coord(b.pos))
- bone.tail = mathutils.Vector(convert_coord(b.tail))
else:
- # center
- tail=mathutils.Vector(convert_coord(b.pos))
- bone.tail = tail
- bone.head = tail-mathutils.Vector((0, 1, 0))
-
- for child in b.children:
- build_bone(armature, child, bone)
-
-
- def importArmature(scene, l):
- # create armature
- armature = bpy.data.armatures.new('Armature')
- # link to object
- armature_object=bpy.data.objects.new('Armature', armature)
- scene.objects.link(armature_object)
- armature_object.x_ray=True
- armature.draw_names=True
-
- # armature settings
- armature.drawtype='OCTAHEDRAL'
- armature.deform_envelope=False
- armature.deform_vertexgroups=True
- armature.x_axis_mirror=True
-
- # create action
- #act = Blender.Armature.NLA.NewAction()
- #act.setActive(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)
-
- # create armature
- for b in l.bones:
- if not b.parent:
- build_bone(armature, b)
-
- bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
- bpy.ops.object.select_all(action='DESELECT')
-
- ############################################################
- # IK
- ############################################################
- pose = armature_object.pose
- for ik in l.ik_list:
- effector=l.bones[ik.target]
- parent=l.bones[effector.parent_index]
- name=getBoneName(parent)
- p_bone = pose.bones[name]
- if not p_bone:
- print('not found', name)
- continue
- if len(ik.children) >= 16:
- print('over MAX_CHAINLEN', ik, len(ik.children))
- continue
- # IK
- ik_const = p_bone.constraints.new('IK')
- ik_const.chain_length=len(ik.children)
- ik_const.target=armature_object
- ik_const.subtarget=getBoneName(l.bones[ik.index])
- # ROT
- rot_const = p_bone.constraints.new('LIMIT_ROTATION')
- rot_const.influence = ik.weight
- rot_const.owner_space = 'LOCAL'
- rot_const.use_limit_x=True
- rot_const.use_limit_z=True
- rot_const.minimum_x=to_radian(ik.iterations)
- rot_const.maximum_x=to_radian(180)
- rot_const.minimum_z=to_radian(180 - ik.iterations)
- rot_const.maximum_z=to_radian(0)
-
- return armature_object
-
-
- def importShape(meshObject, l, vertex_map):
- if len(l.morph_list)==0:
- return
-
- # base
- base=None
- for s in l.morph_list:
- if s.type!=0:
- continue
- base=s
- break
- assert(base)
+ # 25
+ new_shape_key=bl.objectAddShapeKey(obj, name)
- # create base key
- baseblock=meshObject.add_shape_key("Basis")
-
- # mesh
- mesh=meshObject.data
-
- # each skin
- for s in l.morph_list:
- if s.getName()==base.name:
- # skip base
- continue
-
- # restore
- #for v, base_pos in zip(mesh.verts, baseblock.data):
- # v.co=base_pos.co
- #mesh.update()
-
- # name
- name=englishmap.getEnglishSkinName(s.getName())
- if not name:
- name=s.getName()
- new_shape_key=meshObject.add_shape_key(name)
- #new_shape_key.value=1.0
-
- # morph
- for i, offset in zip(s.indices, s.pos_list):
+ for index, offset in zip(s.indices, s.pos_list):
try:
- vertex_index=base.indices[i]
- new_shape_key.data[vertex_index].co=[p+o for p, o in zip(
- mesh.verts[vertex_index].co, convert_coord(offset))]
+ vertex_index=vertex_map[base.indices[index]]
+ bl.shapeKeyAssign(new_shape_key, vertex_index,
+ mesh.verts[vertex_index].co+
+ bl.createVector(*convert_coord(offset)))
except IndexError as msg:
- print(IndexError, msg)
- print(i, len(base.indices))
- print(vertex_index, len(mesh.verts))
- print(base.indices[i])
+ print(msg)
+ print(index, len(base.indices), len(vertex_map))
+ print(len(mesh.verts))
+ print(base.indices[index])
+ print(vertex_index)
break
except KeyError:
#print 'this mesh not has shape vertices'
break
-
- # set ipo curve
- #icu=ipo.addCurve(name)
- #icu.interpolation = Blender.IpoCurve.InterpTypes.LINEAR
- #icu.append( (0.0, 0.0) )
+ # select base shape
+ bl.objectActivateShapeKey(obj, 0)
+
+
+def __build(armature, b, p, parent):
+ name=englishmap.getEnglishBoneName(b.getName())
+ if not name:
+ name=b.getName()
+
+ bone=bl.createArmatureBone(armature, name)
+
+ if b.tail_index==0:
+ # 先端
+ assert(b.type==6 or b.type==7)
+ bone.head = bl.createVector(*convert_coord(b.pos))
+ bone.tail=bone.head+bl.createVector(0, 1, 0)
+ assert(parent)
+ bone.parent=parent
+ if bone.name=="center_t":
+ # センターボーンは(0, 1, 0)の方向を向いていないと具合が悪い
+ parent.tail=parent.head+bl.createVector(0, 1, 0)
+ bone.head=parent.tail
+ bone.tail=bone.head+bl.createVector(0, 1, 0)
+ else:
+ assert(parent.tail==bone.head)
+ bl.boneSetConnected(bone)
+ # armature layer 2
+ bl.boneLayerMask(bone, [0, 1])
+ else:
+ bone.head = bl.createVector(*convert_coord(b.pos))
+ bone.tail = bl.createVector(*convert_coord(b.tail))
+ if parent:
+ bone.parent=parent
+ if parent.tail==bone.head:
+ bl.boneSetConnected(bone)
+
+ if bone.head==bone.tail:
+ bone.tail=bone.head+bl.createVector(0, 1, 0)
+
+ for c in b.children:
+ __build(armature, c, b, bone)
+
+
+def __importArmature(scene, l):
+ # build bone
+ armature, armature_object=bl.createArmature(scene)
+ bl.armatureMakeEditable(scene, armature_object)
+ for b in l.bones:
+ if not b.parent:
+ __build(armature, b, None, None)
+ bl.armatureUpdate(armature)
+ bl.exitEditMode()
+
+ # IK constraint
+ pose = bl.objectGetPose(armature_object)
+ for ik in l.ik_list:
+ target=l.bones[ik.target]
+ name = englishmap.getEnglishBoneName(target.getName())
+ if not name:
+ name=target.getName()
+ p_bone = pose.bones[name]
+ if not p_bone:
+ print('not found', name)
+ continue
+ if len(ik.children) >= 16:
+ print('over MAX_CHAINLEN', ik, len(ik.children))
+ continue
+ effector_name=englishmap.getEnglishBoneName(
+ l.bones[ik.index].getName())
+ if not effector_name:
+ effector_name=l.bones[ik.index].getName()
+
+ constraint=bl.createIkConstraint(armature_object,
+ p_bone, effector_name, ik)
+
+ bl.armatureMakeEditable(scene, armature_object)
+ bl.armatureUpdate(armature)
+ bl.exitEditMode()
+
+ return armature_object
+
def __import16MaerialAndMesh(meshObject, l,
material_order, face_map, tex_dir):
material=bl.createPmdMaterial(m)
texture_name=m.getTexture()
- #tex_file=re.compile('\*.*.spa$').sub('', m.getTexture())
- #tex_path = os.path.join(tex_dir, tex_file).encode(
- # bl.INTERNAL_ENCODING)
if texture_name!='':
if texture_name in textureMap:
texture=textureMap[texture_name]
face_map, tex_dir)
# enter Edit Mode
- bl.enterEditMode()
+ #bl.enterEditMode()
# crete shape key
- importShape(meshObject, io, vertex_map)
+ __importShape(meshObject, io, vertex_map)
# exit Edit Mode
- bl.exitEditMode()
+ #bl.exitEditMode()
mesh.update()
material_offset+=16
return mesh_objects
+
def __execute(filename, scene):
"""
load pmd file to context.
progress_set('loaded %s' % filename, 0.1)
# create root object
- root=bl.createEmptyObject(scene,
- io.english_name if len(io.english_name)>0 else io.getName().encode(bl.INTERNAL_ENCODING))
+ model_name=io.getEnglishName()
+ if len(model_name)==0:
+ model_name=io.getName()
+ root=bl.createEmptyObject(scene, model_name)
# import mesh
mesh_objects=__importMesh(scene, io, os.path.dirname(filename))
bl.objectMakeParent(root, o)
# import armature
- armature_object=importArmature(scene, io)
+ armature_object=__importArmature(scene, io)
if armature_object:
bl.objectMakeParent(root, armature_object)
armature = bl.objectGetData(armature_object)