PMX Import now works

This commit is contained in:
Yusarina
2025-04-10 23:40:51 +01:00
parent 3414ad8917
commit 69cc03098f
42 changed files with 12920 additions and 824 deletions
+486
View File
@@ -0,0 +1,486 @@
# -*- coding: utf-8 -*-
# Copyright 2014 MMD Tools authors
# This file was originally part of the MMD Tools add-on for Blender
# You can find MMD Tools here: https://github.com/MMD-Blender/blender_mmd_tools
# Neoneko has modified this file to work with Avatar Toolkit and may of made changes or improvements.
# MMD Tools is licensed under the terms of the GNU General Public License version 3 (GPLv3) same as Avatar Toolkit.
import bpy
from ..bpyutils import FnContext
from ..core.bone import FnBone, MigrationFnBone
from ..core.model import FnModel, Model
class MorphSliderSetup(bpy.types.Operator):
bl_idname = "mmd_tools.morph_slider_setup"
bl_label = "Morph Slider Setup"
bl_description = "Translate MMD morphs of selected object into format usable by Blender"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
type: bpy.props.EnumProperty(
name="Type",
description="Select type",
items=[
("CREATE", "Create", "Create placeholder object for morph sliders", "SHAPEKEY_DATA", 0),
("BIND", "Bind", "Bind morph sliders", "DRIVER", 1),
("UNBIND", "Unbind", "Unbind morph sliders", "X", 2),
],
default="CREATE",
)
def execute(self, context: bpy.types.Context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
with FnContext.temp_override_active_layer_collection(context, root_object):
rig = Model(root_object)
if self.type == "BIND":
rig.morph_slider.bind()
elif self.type == "UNBIND":
rig.morph_slider.unbind()
else:
rig.morph_slider.create()
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class CleanRiggingObjects(bpy.types.Operator):
bl_idname = "mmd_tools.clean_rig"
bl_label = "Clean Rig"
bl_description = "Delete temporary physics objects of selected object and revert physics to default MMD state"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
root_object = FnModel.find_root_object(context.active_object)
assert root_object is not None
rig = Model(root_object)
rig.clean()
FnContext.set_active_object(context, root_object)
return {"FINISHED"}
class BuildRig(bpy.types.Operator):
bl_idname = "mmd_tools.build_rig"
bl_label = "Build Rig"
bl_description = "Translate physics of selected object into format usable by Blender"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
non_collision_distance_scale: bpy.props.FloatProperty(
name="Non-Collision Distance Scale",
description="The distance scale for creating extra non-collision constraints while building physics",
min=0,
soft_max=10,
default=1.5,
)
collision_margin: bpy.props.FloatProperty(
name="Collision Margin",
description="The collision margin between rigid bodies. If 0, the default value for each shape is adopted.",
unit="LENGTH",
min=0,
soft_max=10,
default=1e-06,
)
def execute(self, context):
root_object = FnModel.find_root_object(context.active_object)
with FnContext.temp_override_active_layer_collection(context, root_object):
rig = Model(root_object)
rig.build(self.non_collision_distance_scale, self.collision_margin)
FnContext.set_active_object(context, root_object)
return {"FINISHED"}
class CleanAdditionalTransformConstraints(bpy.types.Operator):
bl_idname = "mmd_tools.clean_additional_transform"
bl_label = "Clean Additional Transform"
bl_description = "Delete shadow bones of selected object and revert bones to default MMD state"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
FnBone.clean_additional_transformation(FnModel.find_armature_object(root_object))
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class ApplyAdditionalTransformConstraints(bpy.types.Operator):
bl_idname = "mmd_tools.apply_additional_transform"
bl_label = "Apply Additional Transform"
bl_description = "Translate appended bones of selected object for Blender"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
armature_object = FnModel.find_armature_object(root_object)
assert armature_object is not None
MigrationFnBone.fix_mmd_ik_limit_override(armature_object)
FnBone.apply_additional_transformation(armature_object)
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class SetupBoneFixedAxes(bpy.types.Operator):
bl_idname = "mmd_tools.bone_fixed_axis_setup"
bl_label = "Setup Bone Fixed Axis"
bl_description = "Setup fixed axis of selected bones"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
type: bpy.props.EnumProperty(
name="Type",
description="Select type",
items=[
("DISABLE", "Disable", "Disable MMD fixed axis of selected bones", 0),
("LOAD", "Load", "Load/Enable MMD fixed axis of selected bones from their Y-axis or the only rotatable axis", 1),
("APPLY", "Apply", "Align bone axes to MMD fixed axis of each bone", 2),
],
default="LOAD",
)
def execute(self, context):
armature_object = context.active_object
if not armature_object or armature_object.type != "ARMATURE":
self.report({"ERROR"}, "Active object is not an armature object")
return {"CANCELLED"}
if self.type == "APPLY":
FnBone.apply_bone_fixed_axis(armature_object)
FnBone.apply_additional_transformation(armature_object)
else:
FnBone.load_bone_fixed_axis(armature_object, enable=(self.type == "LOAD"))
return {"FINISHED"}
class SetupBoneLocalAxes(bpy.types.Operator):
bl_idname = "mmd_tools.bone_local_axes_setup"
bl_label = "Setup Bone Local Axes"
bl_description = "Setup local axes of each bone"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
type: bpy.props.EnumProperty(
name="Type",
description="Select type",
items=[
("DISABLE", "Disable", "Disable MMD local axes of selected bones", 0),
("LOAD", "Load", "Load/Enable MMD local axes of selected bones from their bone axes", 1),
("APPLY", "Apply", "Align bone axes to MMD local axes of each bone", 2),
],
default="LOAD",
)
def execute(self, context):
armature_object = context.active_object
if not armature_object or armature_object.type != "ARMATURE":
self.report({"ERROR"}, "Active object is not an armature object")
return {"CANCELLED"}
if self.type == "APPLY":
FnBone.apply_bone_local_axes(armature_object)
FnBone.apply_additional_transformation(armature_object)
else:
FnBone.load_bone_local_axes(armature_object, enable=(self.type == "LOAD"))
return {"FINISHED"}
class AddMissingVertexGroupsFromBones(bpy.types.Operator):
bl_idname = "mmd_tools.add_missing_vertex_groups_from_bones"
bl_label = "Add Missing Vertex Groups from Bones"
bl_description = "Add the missing vertex groups to the selected mesh"
bl_options = {"REGISTER", "UNDO"}
search_in_all_meshes: bpy.props.BoolProperty(
name="Search in all meshes",
description="Search for vertex groups in all meshes",
default=False,
)
@classmethod
def poll(cls, context: bpy.types.Context):
return FnModel.find_root_object(context.active_object) is not None
def execute(self, context: bpy.types.Context):
active_object: bpy.types.Object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
bone_order_mesh_object = FnModel.find_bone_order_mesh_object(root_object)
if bone_order_mesh_object is None:
return {"CANCELLED"}
FnModel.add_missing_vertex_groups_from_bones(root_object, bone_order_mesh_object, self.search_in_all_meshes)
return {"FINISHED"}
class CreateMMDModelRoot(bpy.types.Operator):
bl_idname = "mmd_tools.create_mmd_model_root_object"
bl_label = "Create a MMD Model Root Object"
bl_description = "Create a MMD model root object with a basic armature"
bl_options = {"REGISTER", "UNDO"}
name_j: bpy.props.StringProperty(
name="Name",
description="The name of the MMD model",
default="New MMD Model",
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="The english name of the MMD model",
default="New MMD Model",
)
scale: bpy.props.FloatProperty(
name="Scale",
description="Scale",
default=0.08,
)
def execute(self, context):
rig = Model.create(self.name_j, self.name_e, self.scale, add_root_bone=True)
rig.initialDisplayFrames()
return {"FINISHED"}
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
class ConvertToMMDModel(bpy.types.Operator):
bl_idname = "mmd_tools.convert_to_mmd_model"
bl_label = "Convert to a MMD Model"
bl_description = "Convert active armature with its meshes to a MMD model (experimental)"
bl_options = {"REGISTER", "UNDO"}
ambient_color_source: bpy.props.EnumProperty(
name="Ambient Color Source",
description="Select ambient color source",
items=[
("DIFFUSE", "Diffuse", "Diffuse color", 0),
("MIRROR", "Mirror", 'Mirror color (if property "mirror_color" is available)', 1),
],
default="DIFFUSE",
)
edge_threshold: bpy.props.FloatProperty(
name="Edge Threshold",
description="MMD toon edge will not be enabled if freestyle line color alpha less than this value",
min=0,
max=1.001,
precision=3,
step=0.1,
default=0.1,
)
edge_alpha_min: bpy.props.FloatProperty(
name="Minimum Edge Alpha",
description="Minimum alpha of MMD toon edge color",
min=0,
max=1,
precision=3,
step=0.1,
default=0.5,
)
scale: bpy.props.FloatProperty(
name="Scale",
description="Scaling factor for converting the model",
default=0.08,
)
convert_material_nodes: bpy.props.BoolProperty(
name="Convert Material Nodes",
default=True,
)
middle_joint_bones_lock: bpy.props.BoolProperty(
name="Middle Joint Bones Lock",
description="Lock specific bones for backward compatibility.",
default=False,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return obj and obj.type == "ARMATURE" and obj.mode != "EDIT"
def invoke(self, context, event):
vm = context.window_manager
return vm.invoke_props_dialog(self)
def execute(self, context):
# TODO convert some basic MMD properties
armature_object = context.active_object
scale = self.scale
model_name = "New MMD Model"
root_object = FnModel.find_root_object(armature_object)
if root_object is None or root_object != armature_object.parent:
Model.create(model_name, model_name, scale, armature_object=armature_object)
self.__attach_meshes_to(armature_object, FnContext.get_scene_objects(context))
self.__configure_rig(context, Model(armature_object.parent))
return {"FINISHED"}
def __attach_meshes_to(self, armature_object: bpy.types.Object, objects: bpy.types.SceneObjects):
def __is_child_of_armature(mesh):
if mesh.parent is None:
return False
return mesh.parent == armature_object or __is_child_of_armature(mesh.parent)
def __is_using_armature(mesh):
for m in mesh.modifiers:
if m.type == "ARMATURE" and m.object == armature_object:
return True
return False
def __get_root(mesh):
if mesh.parent is None:
return mesh
return __get_root(mesh.parent)
for x in objects:
if __is_using_armature(x) and not __is_child_of_armature(x):
x_root = __get_root(x)
m = x_root.matrix_world
x_root.parent_type = "OBJECT"
x_root.parent = armature_object
x_root.matrix_world = m
def __configure_rig(self, context: bpy.types.Context, mmd_model: Model):
root_object = mmd_model.rootObject()
armature_object = mmd_model.armature()
mesh_objects = tuple(mmd_model.meshes())
mmd_model.loadMorphs()
if self.middle_joint_bones_lock:
vertex_groups = {g.name for mesh in mesh_objects for g in mesh.vertex_groups}
for pose_bone in armature_object.pose.bones:
if not pose_bone.parent:
continue
if not pose_bone.bone.use_connect and pose_bone.name not in vertex_groups:
continue
pose_bone.lock_location = (True, True, True)
from ..core.material import FnMaterial
FnMaterial.set_nodes_are_readonly(not self.convert_material_nodes)
try:
for m in (x for mesh in mesh_objects for x in mesh.data.materials if x):
FnMaterial.convert_to_mmd_material(m, context)
mmd_material = m.mmd_material
if self.ambient_color_source == "MIRROR" and hasattr(m, "mirror_color"):
mmd_material.ambient_color = m.mirror_color
else:
mmd_material.ambient_color = [0.5 * c for c in mmd_material.diffuse_color]
if hasattr(m, "line_color"): # freestyle line color
line_color = list(m.line_color)
mmd_material.enabled_toon_edge = line_color[3] >= self.edge_threshold
mmd_material.edge_color = line_color[:3] + [max(line_color[3], self.edge_alpha_min)]
finally:
FnMaterial.set_nodes_are_readonly(False)
from .display_item import DisplayItemQuickSetup
FnBone.sync_display_item_frames_from_bone_collections(armature_object)
mmd_model.initialDisplayFrames(reset=False) # ensure default frames
DisplayItemQuickSetup.load_facial_items(root_object.mmd_root)
root_object.mmd_root.active_display_item_frame = 0
class ResetObjectVisibility(bpy.types.Operator):
bl_idname = "mmd_tools.reset_object_visibility"
bl_label = "Reset Object Visivility"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
@classmethod
def poll(cls, context: bpy.types.Context):
active_object: bpy.types.Object = context.active_object
return FnModel.find_root_object(active_object) is not None
def execute(self, context: bpy.types.Context):
active_object: bpy.types.Object = context.active_object
mmd_root_object = FnModel.find_root_object(active_object)
assert mmd_root_object is not None
mmd_root = mmd_root_object.mmd_root
mmd_root_object.hide_set(False)
rigid_group_object = FnModel.find_rigid_group_object(mmd_root_object)
if rigid_group_object:
rigid_group_object.hide_set(True)
joint_group_object = FnModel.find_joint_group_object(mmd_root_object)
if joint_group_object:
joint_group_object.hide_set(True)
temporary_group_object = FnModel.find_temporary_group_object(mmd_root_object)
if temporary_group_object:
temporary_group_object.hide_set(True)
mmd_root.show_meshes = True
mmd_root.show_armature = True
mmd_root.show_temporary_objects = False
mmd_root.show_rigid_bodies = False
mmd_root.show_names_of_rigid_bodies = False
mmd_root.show_joints = False
mmd_root.show_names_of_joints = False
return {"FINISHED"}
class AssembleAll(bpy.types.Operator):
bl_idname = "mmd_tools.assemble_all"
bl_label = "Assemble All"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
with FnContext.temp_override_active_layer_collection(context, root_object) as context:
rig = Model(root_object)
MigrationFnBone.fix_mmd_ik_limit_override(rig.armature())
FnBone.apply_additional_transformation(rig.armature())
rig.build()
rig.morph_slider.bind()
with context.temp_override(selected_objects=[active_object]):
bpy.ops.mmd_tools.sdef_bind()
root_object.mmd_root.use_property_driver = True
FnContext.set_active_object(context, active_object)
return {"FINISHED"}
class DisassembleAll(bpy.types.Operator):
bl_idname = "mmd_tools.disassemble_all"
bl_label = "Disassemble All"
bl_options = {"REGISTER", "UNDO", "INTERNAL"}
def execute(self, context):
active_object = context.active_object
root_object = FnModel.find_root_object(active_object)
assert root_object is not None
with FnContext.temp_override_active_layer_collection(context, root_object) as context:
root_object.mmd_root.use_property_driver = False
with context.temp_override(selected_objects=[active_object]):
bpy.ops.mmd_tools.sdef_unbind()
rig = Model(root_object)
rig.morph_slider.unbind()
rig.clean()
FnBone.clean_additional_transformation(rig.armature())
FnContext.set_active_object(context, active_object)
return {"FINISHED"}