OSDN Git Service

fix.
[meshio/meshio.git] / swig / blender24 / pmd_export.py
index 6662ddd..c407b4e 100644 (file)
@@ -7,11 +7,12 @@
  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
@@ -352,7 +353,7 @@ class OneSkinMesh(object):
                         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))
@@ -380,13 +381,15 @@ class OneSkinMesh(object):
                 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:
@@ -488,7 +491,9 @@ class BoneBuilder(object):
                         e=e.parent
                     self.ik_list.append(
                             IKSolver(target, link, chainLength, 
-                                c[cSetting.ITERATIONS], c.influence))
+                                int(c[cSetting.ITERATIONS] * 0.1), 
+                                c[cSetting.ROTWEIGHT]
+                                ))
 
     def __checkConnection(self, b, p):
         if Blender.Armature.CONNECTED in b.options:
@@ -609,12 +614,14 @@ class PmdExporter(object):
             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()
@@ -632,6 +639,7 @@ class PmdExporter(object):
             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)
@@ -667,6 +675,7 @@ class PmdExporter(object):
                 #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_"):
@@ -715,6 +724,7 @@ class PmdExporter(object):
             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)
@@ -728,6 +738,7 @@ class PmdExporter(object):
             solver.weight=ik.weight
 
         # 表情
+        print('shape keys')
         for i, m in enumerate(self.oneSkinMesh.morphList):
             # morph
             morph=io.addMorph()
@@ -738,26 +749,51 @@ class PmdExporter(object):
             morph.name="%s\n" % cp932
 
             morph.english_name="%s\n" % m.name
+            m.type=v[2]
             morph.type=v[2]
             for index, offset in m.offsets:
                 # convert right-handed z-up to left-handed y-up
                 morph.append(index, offset[0], offset[2], offset[1])
             morph.vertex_count=len(m.offsets)
 
-            # 表情枠
-            if i>0:
+        # 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)
+        for i, m in enumerate(self.oneSkinMesh.morphList):
+            if m.type==2:
+                io.face_list.append(i)
+        for i, m in enumerate(self.oneSkinMesh.morphList):
+            if m.type==1:
+                io.face_list.append(i)
+        for i, m in enumerate(self.oneSkinMesh.morphList):
+            if m.type==4:
                 io.face_list.append(i)
 
         # ボーン表示枠
-        boneDisplayName=io.addBoneDisplayName()
-        boneDisplayName.name="bones\n"
-        boneDisplayName.english_name="bones\n"
-        displayIndex=1
+        print('bone display list')
+        def createBoneDisplayName(name, english):
+            boneDisplayName=io.addBoneDisplayName()
+            boneDisplayName.name=name.decode('utf-8').encode('cp932')
+            boneDisplayName.english_name=english
+        boneDisplayName=createBoneDisplayName("IK\n", "IK\n")
+        boneDisplayName=createBoneDisplayName("体(上)\n", "Body[u]\n")
+        boneDisplayName=createBoneDisplayName("髪\n", "Hair\n")
+        boneDisplayName=createBoneDisplayName("腕\n", "Arms\n")
+        boneDisplayName=createBoneDisplayName("指\n", "Fingers\n")
+        boneDisplayName=createBoneDisplayName("体(下)\n", "Body[l]\n")
+        boneDisplayName=createBoneDisplayName("足\n", "Legs\n")
         for i, b in enumerate(self.builder.bones):
+            if i==0:
+                continue
             if b.type in [6, 7]:
-                io.addBoneDisplay(i, displayIndex)
+                continue
+            io.addBoneDisplay(i, getBoneDisplayGroup(b))
 
         # English
+        print('english')
         io.english_name="blender export"
         io.english_coment="blender export"
 
@@ -765,8 +801,60 @@ class PmdExporter(object):
             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):
+    boneGroups=[
+            [ # IK
+                "necktie IK", "hair IK_L", "hair IK_R", "leg IK_L", "leg IK_R",
+                "toe IK_L", "toe IK_R", 
+                ],
+            [ # 体(上)
+                "upper body", "neck", "head", "eye_L", "eye_R",
+                "necktie1", "necktie2", "necktie3", "eyes", 
+                "eyelight_L", "eyelight_R",
+                ],
+            [ # 髪
+                "front hair1", "front hair2", "front hair3",
+                "hair1_L", "hair2_L", "hair3_L", 
+                "hair4_L", "hair5_L", "hair6_L",
+                "hair1_R", "hair2_R", "hair3_R", 
+                "hair4_R", "hair5_R", "hair6_R",
+                ],
+            [ # 腕
+                "shoulder_L", "arm_L", "arm twist_L", "elbow_L", 
+                "wrist twist_L", "wrist_L", "sleeve_L", 
+                "shoulder_R", "arm_R", "arm twist_R", "elbow_R", 
+                "wrist twist_R", "wrist_R", "sleeve_R", 
+                ],
+            [ # 指
+                "thumb1_L", "thumb2_L", "fore1_L", "fore2_L", "fore3_L",
+                "middle1_L", "middle2_L", "middle3_L",
+                "third1_L", "third2_L", "third3_L",
+                "little1_L", "little2_L", "little3_L",
+                "thumb1_R", "thumb2_R", "fore1_R", "fore2_R", "fore3_R",
+                "middle1_R", "middle2_R", "middle3_R",
+                "third1_R", "third2_R", "third3_R",
+                "little1_R", "little2_R", "little3_R",
+                ],
+            [ # 体(下)
+                "lower body",  "waist accessory", 
+                "front skirt_L", "back skirt_L",
+                "front skirt_R", "back skirt_R",
+                ],
+            [ # 足
+                "leg_L", "knee_L", "ankle_L",
+                "leg_R", "knee_R", "ankle_R",
+                ],
+            ]
+    index=1
+    for g in boneGroups:
+        if bone.name in g:
+            return index
+        index+=1
+    print(bone)
+    return -1
 
 def export_pmd(filename):
     filename=filename.decode(INTERNAL_ENCODING)