self.indices=[]
self.offsets=[]
+
+class IKSolver(object):
+ __slots__=['target', 'effector', 'length', 'iterations', 'weight']
+ def __init__(self, target, effector, length, iterations, weight):
+ self.target=target
+ self.effector=effector
+ self.length=length
+ self.iterations=iterations
+ self.weight=weight
+
+
class OneSkinMesh(object):
__slots__=['armatureObj', 'vertexArray', 'morphList']
def __init__(self, root):
self.__getBone(bone, b)
pose = armatureObj.getPose()
+ cSetting=Blender.Constraint.Settings
for b in pose.bones.values():
for c in b.constraints:
if c.type==Blender.Constraint.Type.IKSOLVER:
+ ####################
# IK effector
- e=b
- for i in range(c[Blender.Constraint.Settings.CHAINLEN]):
- # IK影響下
- self.__boneByName(e.name).type=4
- e=e.parent
- # IK target
- assert(c[Blender.Constraint.Settings.TARGET]==armatureObj)
- self.__boneByName(
- c[Blender.Constraint.Settings.BONE]).type=2
+ ####################
# IK 接続先
link=self.__boneByName(b.name)
link_tail=self.bones[link.tail_index]
if link_tail.type==7:
- # IK接続先
+ # replace ...先 to IK接続先
link_tail.type=6
-
+
+ # IK chain
+ e=b
+ chainLength=c[cSetting.CHAINLEN]
+ for i in range(chainLength):
+ # IK影響下
+ self.__boneByName(e.name).type=4
+ e=e.parent
+
+ ####################
+ # IK target
+ ####################
+ assert(c[cSetting.TARGET]==armatureObj)
+ target=self.__boneByName(
+ c[Blender.Constraint.Settings.BONE])
+ target.type=2
+
+ self.ik_list.append(
+ IKSolver(target, link_tail, chainLength,
+ c[cSetting.ITERATIONS], c.influence))
+
+ def getIndex(self, bone):
+ for i, b in enumerate(self.bones):
+ if b==bone:
+ return i
+ assert(false)
def __boneByName(self, name):
return self.bones[self.boneMap[name]]
if len(b.children)==0:
# 末端の非表示ボーン
- bone=Bone(b.name+'_tail', b.tail['ARMATURESPACE'])
+ bone=Bone(b.name+'_t', b.tail['ARMATURESPACE'])
bone.type=7
self.__addBone(bone)
assert(parent)
io.comment="blender export"
io.version=1.0
- # bones
+ # skeleton
builder=BoneBuilder()
builder.build(self.oneSkinMesh.armatureObj)
- for b in builder.bones:
- bone=io.addBone()
- bone.name=b.name
- bone.type=b.type
- bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF
- bone.tail_index=b.tail_index if b.tail_index!=None else 0
- # ToDo
- bone.ik_index=0xFFFF
- # convert right-handed z-up to left-handed y-up
- bone.pos.x=b.pos[0]
- bone.pos.y=b.pos[2]
- bone.pos.z=b.pos[1]
# 頂点
for pos, normal, uv, b0, b1, weight in self.oneSkinMesh.vertexArray.zip():
material.diffuse.g=m.G
material.diffuse.b=m.B
material.diffuse.a=m.alpha
- material.sinness=m.spec
+ 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.amb
- material.ambient.g=m.amb
- material.ambient.b=m.amb
+ material.ambient.r=m.mirR
+ material.ambient.g=m.mirG
+ material.ambient.b=m.mirB
material.vertex_count=len(indices)
material.toon_index=0
+ material.flag=1 if m.enableSSS else 0
# ToDo
material.texture=""
# 面
#io.indices.append(indices[i+1])
#io.indices.append(indices[i+2])
+ # bones
+ for b in builder.bones:
+ bone=io.addBone()
+
+ unicode=englishmap.getUnicodeBoneName(b.name)
+ if unicode:
+ cp932=unicode.encode('cp932')
+ else:
+ cp932=b.name
+ bone_name="%s\n" % cp932
+ assert(len(bone_name)<20)
+ bone.name=bone_name
+
+ bone_english_name="%s\n" % b.name
+ assert(len(bone_english_name)<20)
+ bone.english_name=bone_english_name
+
+ bone.type=b.type
+ bone.parent_index=b.parent_index if b.parent_index!=None else 0xFFFF
+ bone.tail_index=b.tail_index if b.tail_index!=None else 0
+ # ToDo
+ bone.ik_index=0xFFFF
+ # convert right-handed z-up to left-handed y-up
+ bone.pos.x=b.pos[0]
+ bone.pos.y=b.pos[2]
+ bone.pos.z=b.pos[1]
+
+ # IK
+ for ik in builder.ik_list:
+ solver=io.addIK()
+ solver.index=builder.getIndex(ik.target)
+ solver.target=builder.getIndex(ik.effector)
+ solver.length=ik.length
+ b=builder.bones[ik.effector.parent_index]
+ for i in xrange(solver.length):
+ solver.children.append(builder.getIndex(b))
+ b=builder.bones[b.parent_index]
+ solver.iterations=ik.iterations
+ solver.weight=ik.weight
+
# 表情
- for m in self.oneSkinMesh.morphList:
+ for i, m in enumerate(self.oneSkinMesh.morphList):
# morph
morph=io.addMorph()
- morph.name=m.name
+
+ unicode=englishmap.getUnicodeSkinName(m.name)
+ if unicode:
+ cp932=unicode.encode('cp932')
+ else:
+ cp932=m.name
+ morph.name="%s\n" % cp932
+
+ morph.english_name="%s\n" % m.name
morph.type=m.type
for index, offset in zip(m.indices, 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.indices)
+ # 表情枠
+ if i>0:
+ 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
+ for i, b in enumerate(builder.bones):
+ if b.type in [6, 7]:
+ io.addBoneDisplay(i, displayIndex)
+
+ # English
+ io.english_name="blender export model"
+ io.english_coment="blender export"
+
+ for i in range(10):
+ io.getToonTexture(i).name="toon%02d.bmp" % i
+
# 書き込み
return io.write(path.encode(FS_ENCODING))