Initial MMD Importer Commit

- This is the initial commit I spent several hours trying to get it up two Avatar Toolkit standard, it does not work yet because there are files missing but I been doing this since 6am and it is 4pm almost, i need food.
- I have also removed as much legacy code as i could, MMD Tools contains so much of it even though there have a 4.2+ only version there have not removed any of the legacy code for pre 4.2.... this is going to take a while.

God I hope this works fine once I am done.
This commit is contained in:
Yusarina
2025-04-03 15:39:03 +01:00
parent 3e3e245a4f
commit 3414ad8917
10 changed files with 4020 additions and 0 deletions
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# -*- coding: utf-8 -*-
# Copyright 2013 MMD Tools authors
# This file was originally part of the MMD Tools project, However Neoneko has added it to Avatar Toolkit.
# All credit goes to the original authors.
# Please note that some code was modified to fit the needs of Avatar Toolkit and some code may of been removed.
# MMD Tools is licensed under the terms of the GPL-3.0 license which Avatar Toolkit is also licensed under.
# You can find MMD Tools at: https://github.com/MMD-Blender/blender_mmd_tools/
import math
from typing import TYPE_CHECKING, Iterable, Optional, Set
import bpy
from mathutils import Vector
from ..logging_setup import logger
from .. import common
from ..common import ProgressTracker
from ..bpyutils import TransformConstraintOp
# Constants for bone collections
BONE_COLLECTION_CUSTOM_PROPERTY_NAME = "mmd_tools"
BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL = "special collection"
BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL = "normal collection"
BONE_COLLECTION_NAME_SHADOW = "mmd_shadow"
BONE_COLLECTION_NAME_DUMMY = "mmd_dummy"
SPECIAL_BONE_COLLECTION_NAMES = [BONE_COLLECTION_NAME_SHADOW, BONE_COLLECTION_NAME_DUMMY]
def remove_constraint(constraints, name):
c = constraints.get(name, None)
if c:
constraints.remove(c)
return True
return False
def remove_edit_bones(edit_bones, bone_names):
for name in bone_names:
b = edit_bones.get(name, None)
if b:
edit_bones.remove(b)
class FnBone:
AUTO_LOCAL_AXIS_ARMS = ("左肩", "左腕", "左ひじ", "左手首", "右腕", "右肩", "右ひじ", "右手首")
AUTO_LOCAL_AXIS_FINGERS = ("親指", "人指", "中指", "薬指", "小指")
AUTO_LOCAL_AXIS_SEMI_STANDARD_ARMS = ("左腕捩", "左手捩", "左肩P", "左ダミー", "右腕捩", "右手捩", "右肩P", "右ダミー")
def __init__(self):
raise NotImplementedError("This class cannot be instantiated.")
@staticmethod
def find_pose_bone_by_bone_id(armature_object: bpy.types.Object, bone_id: int) -> Optional[bpy.types.PoseBone]:
for bone in armature_object.pose.bones:
if bone.mmd_bone.bone_id != bone_id:
continue
return bone
return None
@staticmethod
def __new_bone_id(armature_object: bpy.types.Object) -> int:
return max(b.mmd_bone.bone_id for b in armature_object.pose.bones) + 1
@staticmethod
def get_or_assign_bone_id(pose_bone: bpy.types.PoseBone) -> int:
if pose_bone.mmd_bone.bone_id < 0:
pose_bone.mmd_bone.bone_id = FnBone.__new_bone_id(pose_bone.id_data)
return pose_bone.mmd_bone.bone_id
@staticmethod
def __get_selected_pose_bones(armature_object: bpy.types.Object) -> Iterable[bpy.types.PoseBone]:
if armature_object.mode == "EDIT":
bpy.ops.object.mode_set(mode="OBJECT") # update selected bones
bpy.ops.object.mode_set(mode="EDIT") # back to edit mode
context_selected_bones = bpy.context.selected_pose_bones or bpy.context.selected_bones or []
bones = armature_object.pose.bones
return (bones[b.name] for b in context_selected_bones if not bones[b.name].is_mmd_shadow_bone)
@staticmethod
def setup_special_bone_collections(armature_object: bpy.types.Object) -> bpy.types.Object:
armature: bpy.types.Armature = armature_object.data
bone_collections = armature.collections
for bone_collection_name in SPECIAL_BONE_COLLECTION_NAMES:
if bone_collection_name in bone_collections:
continue
bone_collection = bone_collections.new(bone_collection_name)
FnBone.__set_bone_collection_to_special(bone_collection, is_visible=False)
return armature_object
@staticmethod
def __is_mmd_tools_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_NAME in bone_collection
@staticmethod
def __is_special_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL == bone_collection.get(BONE_COLLECTION_CUSTOM_PROPERTY_NAME)
@staticmethod
def __set_bone_collection_to_special(bone_collection: bpy.types.BoneCollection, is_visible: bool):
bone_collection[BONE_COLLECTION_CUSTOM_PROPERTY_NAME] = BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_SPECIAL
bone_collection.is_visible = is_visible
@staticmethod
def __is_normal_bone_collection(bone_collection: bpy.types.BoneCollection) -> bool:
return BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL == bone_collection.get(BONE_COLLECTION_CUSTOM_PROPERTY_NAME)
@staticmethod
def __set_bone_collection_to_normal(bone_collection: bpy.types.BoneCollection):
bone_collection[BONE_COLLECTION_CUSTOM_PROPERTY_NAME] = BONE_COLLECTION_CUSTOM_PROPERTY_VALUE_NORMAL
@staticmethod
def __set_edit_bone_to_special(edit_bone: bpy.types.EditBone, bone_collection_name: str) -> bpy.types.EditBone:
edit_bone.id_data.collections[bone_collection_name].assign(edit_bone)
edit_bone.use_deform = False
return edit_bone
@staticmethod
def set_edit_bone_to_dummy(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
return FnBone.__set_edit_bone_to_special(edit_bone, BONE_COLLECTION_NAME_DUMMY)
@staticmethod
def set_edit_bone_to_shadow(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
return FnBone.__set_edit_bone_to_special(edit_bone, BONE_COLLECTION_NAME_SHADOW)
@staticmethod
def __unassign_mmd_tools_bone_collections(edit_bone: bpy.types.EditBone) -> bpy.types.EditBone:
for bone_collection in edit_bone.collections:
if not FnBone.__is_mmd_tools_bone_collection(bone_collection):
continue
bone_collection.unassign(edit_bone)
return edit_bone
@staticmethod
def sync_bone_collections_from_display_item_frames(armature_object: bpy.types.Object):
armature: bpy.types.Armature = armature_object.data
bone_collections = armature.collections
from .model import FnModel
root_object: bpy.types.Object = FnModel.find_root_object(armature_object)
mmd_root: MMDRoot = root_object.mmd_root
bones = armature.bones
used_groups = set()
unassigned_bone_names = {b.name for b in bones}
for frame in mmd_root.display_item_frames:
for item in frame.data:
if item.type == "BONE" and item.name in unassigned_bone_names:
unassigned_bone_names.remove(item.name)
group_name = frame.name
used_groups.add(group_name)
bone_collection = bone_collections.get(group_name)
if bone_collection is None:
bone_collection = bone_collections.new(name=group_name)
FnBone.__set_bone_collection_to_normal(bone_collection)
bone_collection.assign(bones[item.name])
for name in unassigned_bone_names:
for bc in bones[name].collections:
if not FnBone.__is_mmd_tools_bone_collection(bc):
continue
if not FnBone.__is_normal_bone_collection(bc):
continue
bc.unassign(bones[name])
# remove unused bone groups
for bone_collection in bone_collections.values():
if bone_collection.name in used_groups:
continue
if not FnBone.__is_mmd_tools_bone_collection(bone_collection):
continue
if not FnBone.__is_normal_bone_collection(bone_collection):
continue
bone_collections.remove(bone_collection)
@staticmethod
def sync_display_item_frames_from_bone_collections(armature_object: bpy.types.Object):
armature: bpy.types.Armature = armature_object.data
bone_collections: bpy.types.BoneCollections = armature.collections
from .model import FnModel
root_object: bpy.types.Object = FnModel.find_root_object(armature_object)
mmd_root: MMDRoot = root_object.mmd_root
display_item_frames = mmd_root.display_item_frames
used_frame_index: Set[int] = set()
bone_collection: bpy.types.BoneCollection
for bone_collection in bone_collections:
if len(bone_collection.bones) == 0 or FnBone.__is_special_bone_collection(bone_collection):
continue
bone_collection_name = bone_collection.name
display_item_frame: Optional[MMDDisplayItemFrame] = display_item_frames.get(bone_collection_name)
if display_item_frame is None:
display_item_frame = display_item_frames.add()
display_item_frame.name = bone_collection_name
display_item_frame.name_e = bone_collection_name
used_frame_index.add(display_item_frames.find(bone_collection_name))
ItemOp.resize(display_item_frame.data, len(bone_collection.bones))
for display_item, bone in zip(display_item_frame.data, bone_collection.bones):
display_item.type = "BONE"
display_item.name = bone.name
for i in reversed(range(len(display_item_frames))):
if i in used_frame_index:
continue
display_item_frame = display_item_frames[i]
if display_item_frame.is_special:
if display_item_frame.name != "表情":
display_item_frame.data.clear()
else:
display_item_frames.remove(i)
mmd_root.active_display_item_frame = 0
@staticmethod
def load_bone_fixed_axis(armature_object: bpy.types.Object, enable=True):
for b in FnBone.__get_selected_pose_bones(armature_object):
mmd_bone = b.mmd_bone
mmd_bone.enabled_fixed_axis = enable
lock_rotation = b.lock_rotation[:]
if enable:
axes = b.bone.matrix_local.to_3x3().transposed()
if lock_rotation.count(False) == 1:
mmd_bone.fixed_axis = axes[lock_rotation.index(False)].xzy
else:
mmd_bone.fixed_axis = axes[1].xzy # Y-axis
elif all(b.lock_location) and lock_rotation.count(True) > 1 and lock_rotation == (b.lock_ik_x, b.lock_ik_y, b.lock_ik_z):
# unlock transform locks if fixed axis was applied
b.lock_ik_x, b.lock_ik_y, b.lock_ik_z = b.lock_rotation = (False, False, False)
b.lock_location = b.lock_scale = (False, False, False)
@staticmethod
def apply_bone_fixed_axis(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Applying Bone Fixed Axis") as progress:
bone_map = {}
for b in armature_object.pose.bones:
if b.is_mmd_shadow_bone or not b.mmd_bone.enabled_fixed_axis:
continue
mmd_bone = b.mmd_bone
parent_tip = b.parent and not b.parent.is_mmd_shadow_bone and b.parent.mmd_bone.is_tip
bone_map[b.name] = (mmd_bone.fixed_axis.normalized(), mmd_bone.is_tip, parent_tip)
progress.step("Processing bones")
force_align = True
with common.edit_object(armature_object) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_map:
bone.select = False
continue
fixed_axis, is_tip, parent_tip = bone_map[bone.name]
if fixed_axis.length:
axes = [bone.x_axis, bone.y_axis, bone.z_axis]
direction = fixed_axis.normalized().xzy
idx, val = max([(i, direction.dot(v)) for i, v in enumerate(axes)], key=lambda x: abs(x[1]))
idx_1, idx_2 = (idx + 1) % 3, (idx + 2) % 3
axes[idx] = -direction if val < 0 else direction
axes[idx_2] = axes[idx].cross(axes[idx_1])
axes[idx_1] = axes[idx_2].cross(axes[idx])
if parent_tip and bone.use_connect:
bone.use_connect = False
bone.head = bone.parent.head
if force_align:
tail = bone.head + axes[1].normalized() * bone.length
if is_tip or (tail - bone.tail).length > 1e-4:
for c in bone.children:
if c.use_connect:
c.use_connect = False
if is_tip:
c.head = bone.head
bone.tail = tail
bone.align_roll(axes[2])
bone_map[bone.name] = tuple(i != idx for i in range(3))
else:
bone_map[bone.name] = (True, True, True)
bone.select = True
progress.step("Applying locks")
for bone_name, locks in bone_map.items():
b = armature_object.pose.bones[bone_name]
b.lock_location = (True, True, True)
b.lock_ik_x, b.lock_ik_y, b.lock_ik_z = b.lock_rotation = locks
@staticmethod
def load_bone_local_axes(armature_object: bpy.types.Object, enable=True):
for b in FnBone.__get_selected_pose_bones(armature_object):
mmd_bone = b.mmd_bone
mmd_bone.enabled_local_axes = enable
if enable:
axes = b.bone.matrix_local.to_3x3().transposed()
mmd_bone.local_axis_x = axes[0].xzy
mmd_bone.local_axis_z = axes[2].xzy
@staticmethod
def apply_bone_local_axes(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Applying Bone Local Axes") as progress:
bone_map = {}
for b in armature_object.pose.bones:
if b.is_mmd_shadow_bone or not b.mmd_bone.enabled_local_axes:
continue
mmd_bone = b.mmd_bone
bone_map[b.name] = (mmd_bone.local_axis_x, mmd_bone.local_axis_z)
progress.step("Processing bones")
with common.edit_object(armature_object) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_map:
bone.select = False
continue
local_axis_x, local_axis_z = bone_map[bone.name]
FnBone.update_bone_roll(bone, local_axis_x, local_axis_z)
bone.select = True
@staticmethod
def update_bone_roll(edit_bone: bpy.types.EditBone, mmd_local_axis_x, mmd_local_axis_z):
axes = FnBone.get_axes(mmd_local_axis_x, mmd_local_axis_z)
idx, val = max([(i, edit_bone.vector.dot(v)) for i, v in enumerate(axes)], key=lambda x: abs(x[1]))
edit_bone.align_roll(axes[(idx - 1) % 3 if val < 0 else (idx + 1) % 3])
@staticmethod
def get_axes(mmd_local_axis_x, mmd_local_axis_z):
x_axis = Vector(mmd_local_axis_x).normalized().xzy
z_axis = Vector(mmd_local_axis_z).normalized().xzy
y_axis = z_axis.cross(x_axis).normalized()
z_axis = x_axis.cross(y_axis).normalized() # correction
return (x_axis, y_axis, z_axis)
@staticmethod
def apply_auto_bone_roll(armature):
with ProgressTracker(bpy.context, 100, "Applying Auto Bone Roll") as progress:
bone_names = []
for b in armature.pose.bones:
if not b.is_mmd_shadow_bone and not b.mmd_bone.enabled_local_axes and FnBone.has_auto_local_axis(b.mmd_bone.name_j):
bone_names.append(b.name)
progress.step("Processing bones")
with common.edit_object(armature) as data:
bone: bpy.types.EditBone
for bone in data.edit_bones:
if bone.name not in bone_names:
continue
FnBone.update_auto_bone_roll(bone)
bone.select = True
@staticmethod
def update_auto_bone_roll(edit_bone):
# make a triangle face (p1,p2,p3)
p1 = edit_bone.head.copy()
p2 = edit_bone.tail.copy()
p3 = p2.copy()
# translate p3 in xz plane
# the normal vector of the face tracks -Y direction
xz = Vector((p2.x - p1.x, p2.z - p1.z))
xz.normalize()
theta = math.atan2(xz.y, xz.x)
norm = edit_bone.vector.length
p3.z += norm * math.cos(theta)
p3.x -= norm * math.sin(theta)
# calculate the normal vector of the face
y = (p2 - p1).normalized()
z_tmp = (p3 - p1).normalized()
x = y.cross(z_tmp) # normal vector
# z = x.cross(y)
FnBone.update_bone_roll(edit_bone, y.xzy, x.xzy)
@staticmethod
def has_auto_local_axis(name_j):
if name_j:
if name_j in FnBone.AUTO_LOCAL_AXIS_ARMS or name_j in FnBone.AUTO_LOCAL_AXIS_SEMI_STANDARD_ARMS:
return True
for finger_name in FnBone.AUTO_LOCAL_AXIS_FINGERS:
if finger_name in name_j:
return True
return False
@staticmethod
def clean_additional_transformation(armature_object: bpy.types.Object):
logger.info(f"Cleaning additional transformations for {armature_object.name}")
# clean constraints
p_bone: bpy.types.PoseBone
for p_bone in armature_object.pose.bones:
p_bone.mmd_bone.is_additional_transform_dirty = True
constraints = p_bone.constraints
remove_constraint(constraints, "mmd_additional_rotation")
remove_constraint(constraints, "mmd_additional_location")
if remove_constraint(constraints, "mmd_additional_parent"):
p_bone.bone.use_inherit_rotation = True
# clean shadow bones
shadow_bone_types = {
"DUMMY",
"SHADOW",
"ADDITIONAL_TRANSFORM",
"ADDITIONAL_TRANSFORM_INVERT",
}
def __is_at_shadow_bone(b):
return b.is_mmd_shadow_bone and b.mmd_shadow_bone_type in shadow_bone_types
shadow_bone_names = [b.name for b in armature_object.pose.bones if __is_at_shadow_bone(b)]
if len(shadow_bone_names) > 0:
with common.edit_object(armature_object) as data:
remove_edit_bones(data.edit_bones, shadow_bone_names)
@staticmethod
def apply_additional_transformation(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Applying Additional Transformations") as progress:
def __is_dirty_bone(b):
if b.is_mmd_shadow_bone:
return False
mmd_bone = b.mmd_bone
if mmd_bone.has_additional_rotation or mmd_bone.has_additional_location:
return True
return mmd_bone.is_additional_transform_dirty
dirty_bones = [b for b in armature_object.pose.bones if __is_dirty_bone(b)]
progress.step("Setting up constraints")
# setup constraints
shadow_bone_pool = []
for p_bone in dirty_bones:
sb = FnBone.__setup_constraints(p_bone)
if sb:
shadow_bone_pool.append(sb)
progress.step("Setting up shadow bones")
# setup shadow bones
with common.edit_object(armature_object) as data:
edit_bones = data.edit_bones
for sb in shadow_bone_pool:
sb.update_edit_bones(edit_bones)
pose_bones = armature_object.pose.bones
for sb in shadow_bone_pool:
sb.update_pose_bones(pose_bones)
progress.step("Finalizing")
# finish
for p_bone in dirty_bones:
p_bone.mmd_bone.is_additional_transform_dirty = False
@staticmethod
def __setup_constraints(p_bone):
bone_name = p_bone.name
mmd_bone = p_bone.mmd_bone
influence = mmd_bone.additional_transform_influence
target_bone = mmd_bone.additional_transform_bone
mute_rotation = not mmd_bone.has_additional_rotation
mute_location = not mmd_bone.has_additional_location
constraints = p_bone.constraints
if not target_bone or (mute_rotation and mute_location) or influence == 0:
rot = remove_constraint(constraints, "mmd_additional_rotation")
loc = remove_constraint(constraints, "mmd_additional_location")
if rot or loc:
return _AT_ShadowBoneRemove(bone_name)
return None
shadow_bone = _AT_ShadowBoneCreate(bone_name, target_bone)
def __config(name, mute, map_type, value):
if mute:
remove_constraint(constraints, name)
return
c = TransformConstraintOp.create(constraints, name, map_type)
c.target = p_bone.id_data
shadow_bone.add_constraint(c)
TransformConstraintOp.update_min_max(c, value, influence)
__config("mmd_additional_rotation", mute_rotation, "ROTATION", math.pi)
__config("mmd_additional_location", mute_location, "LOCATION", 100)
return shadow_bone
@staticmethod
def update_additional_transform_influence(pose_bone: bpy.types.PoseBone):
influence = pose_bone.mmd_bone.additional_transform_influence
constraints = pose_bone.constraints
c = constraints.get("mmd_additional_rotation", None)
TransformConstraintOp.update_min_max(c, math.pi, influence)
c = constraints.get("mmd_additional_location", None)
TransformConstraintOp.update_min_max(c, 100, influence)
class MigrationFnBone:
"""Migration Functions for old MMD models broken by bugs or issues"""
@staticmethod
def fix_mmd_ik_limit_override(armature_object: bpy.types.Object):
with ProgressTracker(bpy.context, 100, "Fixing MMD IK Limit Override") as progress:
pose_bone: bpy.types.PoseBone
for pose_bone in armature_object.pose.bones:
constraint: bpy.types.Constraint
for constraint in pose_bone.constraints:
if constraint.type == "LIMIT_ROTATION" and "mmd_ik_limit_override" in constraint.name:
constraint.owner_space = "LOCAL"
progress.step("Fixed IK limit overrides")
class _AT_ShadowBoneRemove:
def __init__(self, bone_name):
self.__shadow_bone_names = ("_dummy_" + bone_name, "_shadow_" + bone_name)
def update_edit_bones(self, edit_bones):
remove_edit_bones(edit_bones, self.__shadow_bone_names)
def update_pose_bones(self, pose_bones):
pass
class _AT_ShadowBoneCreate:
def __init__(self, bone_name, target_bone_name):
self.__dummy_bone_name = "_dummy_" + bone_name
self.__shadow_bone_name = "_shadow_" + bone_name
self.__bone_name = bone_name
self.__target_bone_name = target_bone_name
self.__constraint_pool = []
def __is_well_aligned(self, bone0, bone1):
return bone0.x_axis.dot(bone1.x_axis) > 0.99 and bone0.y_axis.dot(bone1.y_axis) > 0.99
def __update_constraints(self, use_shadow=True):
subtarget = self.__shadow_bone_name if use_shadow else self.__target_bone_name
for c in self.__constraint_pool:
c.subtarget = subtarget
def add_constraint(self, constraint):
self.__constraint_pool.append(constraint)
def update_edit_bones(self, edit_bones):
bone = edit_bones[self.__bone_name]
target_bone = edit_bones[self.__target_bone_name]
if bone != target_bone and self.__is_well_aligned(bone, target_bone):
_AT_ShadowBoneRemove(self.__bone_name).update_edit_bones(edit_bones)
return
dummy_bone_name = self.__dummy_bone_name
dummy = edit_bones.get(dummy_bone_name, None) or FnBone.set_edit_bone_to_dummy(edit_bones.new(name=dummy_bone_name))
dummy.parent = target_bone
dummy.head = target_bone.head
dummy.tail = dummy.head + bone.tail - bone.head
dummy.roll = bone.roll
shadow_bone_name = self.__shadow_bone_name
shadow = edit_bones.get(shadow_bone_name, None) or FnBone.set_edit_bone_to_shadow(edit_bones.new(name=shadow_bone_name))
shadow.parent = target_bone.parent
shadow.head = dummy.head
shadow.tail = dummy.tail
shadow.roll = bone.roll
def update_pose_bones(self, pose_bones):
if self.__shadow_bone_name not in pose_bones:
self.__update_constraints(use_shadow=False)
return
dummy_p_bone = pose_bones[self.__dummy_bone_name]
dummy_p_bone.is_mmd_shadow_bone = True
dummy_p_bone.mmd_shadow_bone_type = "DUMMY"
shadow_p_bone = pose_bones[self.__shadow_bone_name]
shadow_p_bone.is_mmd_shadow_bone = True
shadow_p_bone.mmd_shadow_bone_type = "SHADOW"
if "mmd_tools_at_dummy" not in shadow_p_bone.constraints:
c = shadow_p_bone.constraints.new("COPY_TRANSFORMS")
c.name = "mmd_tools_at_dummy"
c.target = dummy_p_bone.id_data
c.subtarget = dummy_p_bone.name
c.target_space = "POSE"
c.owner_space = "POSE"
self.__update_constraints()