Tooltip: 'Export PMD file for MikuMikuDance.'
"""
__author__= ["ousttrue"]
-__version__= "0.2"
+__version__= "1.0"
__url__=()
__bpydoc__="""
0.1 20100318 first implementation.
0.2 20100519 refactoring. use C extension.
+1.0 20100530 implement, basic features.
"""
import Blender
import os
indices=self.vertexArray.getMappedIndices(index)
for i in indices:
baseMorph.add(i, pos)
- indexRelativeMap[i]=relativeIndex
+ indexRelativeMap[relativeIndex]=i
relativeIndex+=1
break
print(len(baseMorph.offsets))
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))
+ if len(self.morphList)>1:
+ original=self.morphList[:]
+ def getIndex(morph):
+ for i, v in enumerate(englishmap.skinMap):
+ if v[0]==morph.name:
+ return i
+ #print(morph)
+ return 0
+ self.morphList.sort(lambda l, r: getIndex(l)-getIndex(r))
def __getOrCreateMorph(self, name, type):
for m in self.morphList:
self.__createOneSkinMesh(child)
def write(self, path):
+ print('write')
io=pmd.IO()
io.name=self.name
io.comment="blender export"
io.version=1.0
# 頂点
+ print('vertices')
for pos, normal, uv, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
# convert right-handed z-up to left-handed y-up
v=io.addVertex()
v.edge_flag=0 # edge flag, 0: enable edge, 1: not edge
# 面とマテリアル
+ print('faces and materials')
vertexCount=self.oneSkinMesh.getVertexCount()
for m, indices in self.oneSkinMesh.vertexArray.indexArrays.items():
m=Blender.Material.Get(m)
#io.indices.append(indices[i+2])
# bones
+ print('bones')
for b in self.builder.bones:
if b.name.endswith("_t"):
if b.name.startswith("arm twist1_") or b.name.startswith("arm twist2_"):
bone.pos.z=b.pos[1] if not near(b.pos[1], 0) else 0
# IK
+ print('ik')
for ik in self.builder.ik_list:
solver=io.addIK()
solver.index=self.builder.getIndex(ik.target)
solver.weight=ik.weight
# 表情
+ print('shape keys')
for i, m in enumerate(self.oneSkinMesh.morphList):
# morph
morph=io.addMorph()
morph.vertex_count=len(m.offsets)
# 表情枠
+ print('display list')
# type==0はbase
for i, m in enumerate(self.oneSkinMesh.morphList):
if m.type==3:
io.face_list.append(i)
# ボーン表示枠
+ print('bone display list')
def createBoneDisplayName(name, english):
boneDisplayName=io.addBoneDisplayName()
boneDisplayName.name=name.decode('utf-8').encode('cp932')
io.addBoneDisplay(i, getBoneDisplayGroup(b))
# English
+ print('english')
io.english_name="blender export"
io.english_coment="blender export"
io.getToonTexture(i).name="toon%02d.bmp\n" % i
# 書き込み
- return io.write(path.encode(FS_ENCODING))
+ return io.write(path)
def getBoneDisplayGroup(bone):