#!/usr/bin/env python
# coding: utf8
+"""
+日本語名との変換マップ
+"""
import sys
-###############################################################################
-# 日本語名との変換マップ
-###############################################################################
+"""
+ボーン名変換
+"""
boneMap=[
("center", "センター", 1),
("upper body", "上半身"),
("arm twist1_R_t", "右腕捩1先"),
("arm twist2_R_t", "右腕捩2先"),
("arm twist3_R_t", "右腕捩3先"),
+
+# 追加ボーン
+("root", "全ての親"),
+("root_t", "全ての親先"),
+("group", "グループ"),
+("group_t", "グループ先"),
+("front_shirt_L", "左シャツ前"),
+("front_shirt_R", "右シャツ前"),
+("back_shirt_L", "左シャツ後"),
+("back_shirt_R", "右シャツ後"),
]
def getEnglishBoneName(name):
for v in boneMap:
if v[0]==name:
return v
+"""
+モーフ名変換
+"""
skinMap=[
-("skin000", "base", 0),
+("base", "base", 0),
("serious", "真面目", 1),
("sadness", "困る", 1),
("cheerful", "にこり", 1),
def getUnicodeSkinName(name):
for v in skinMap:
if v[0]==name:
+ return v
+
+"""
+ボーングループ名変換
+"""
+boneGroupMap=[
+ ("IK", "IK"),
+ ("Body[u]", "体(上)"),
+ ("Hair", "髪"),
+ ("Arms", "腕"),
+ ("Fingers", "指"),
+ ("Body[l]", "体(下)"),
+ ("Legs", "足"),
+ ]
+def getEnglishBoneGroupName(name):
+ for v in boneGroupMap:
+ if v[1]==name:
+ return v[0]
+
+def getUnicodeBoneGroupName(name):
+ for v in boneGroupMap:
+ if v[0]==name:
return v[1]
+
+###############################################################################
+# blender2.4 str to unicode
+###############################################################################
if sys.version_info[0]<3:
- print 'convert boneMap and skinMap to unicode...',
+ print('convert boneMap and skinMap to unicode...')
# python2.x
# unicodeに変換
for i, l in enumerate(boneMap):